@galacean/engine-core 2.0.0-alpha.16 → 2.0.0-alpha.18

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package/dist/module.js CHANGED
@@ -4898,7 +4898,7 @@ var ShadowLib = {
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  ShadowVertex: ShadowVertex
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  };
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- var particle_common = "vec3 rotationByQuaternions(in vec3 v, in vec4 q) {\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\nvec3 rotationByEuler(in vec3 vector, in vec3 rot) {\n float halfRoll = rot.z * 0.5;\n float halfPitch = rot.x * 0.5;\n float halfYaw = rot.y * 0.5;\n\n float sinRoll = sin(halfRoll);\n float cosRoll = cos(halfRoll);\n float sinPitch = sin(halfPitch);\n float cosPitch = cos(halfPitch);\n float sinYaw = sin(halfYaw);\n float cosYaw = cos(halfYaw);\n\n float cosYawPitch = cosYaw * cosPitch;\n float sinYawPitch = sinYaw * sinPitch;\n\n float quaX = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\n float quaY = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\n float quaZ = (cosYawPitch * sinRoll) - (sinYawPitch * cosRoll);\n float quaW = (cosYawPitch * cosRoll) + (sinYawPitch * sinRoll);\n\n return rotationByQuaternions(vector, vec4(quaX, quaY, quaZ, quaW));\n}\n\n// Assume axis is normalized\nvec3 rotationByAxis(in vec3 vector, in vec3 axis, in float angle) {\n float halfAngle = angle * 0.5;\n float s = sin(halfAngle);\n\n return rotationByQuaternions(vector, vec4(axis * s, cos(halfAngle)));\n}\n\n\nfloat evaluateParticleCurve(in vec2 keys[4], in float normalizedAge) {\n float value;\n for (int i = 1; i < 4; i++) {\n vec2 key = keys[i];\n float time = key.x;\n if (time >= normalizedAge) {\n vec2 lastKey = keys[i - 1];\n float lastTime = lastKey.x;\n float age = (normalizedAge - lastTime) / (time - lastTime);\n value = mix(lastKey.y, key.y, age);\n break;\n }\n }\n return value;\n}\n\nfloat evaluateParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float currentValue){\n float cumulativeValue = 0.0;\n for (int i = 1; i < 4; i++){\n\t vec2 key = keys[i];\n\t float time = key.x;\n\t vec2 lastKey = keys[i - 1];\n\t float lastValue = lastKey.y;\n\n\t if (time >= normalizedAge){\n\t\t float lastTime = lastKey.x;\n float offsetTime = normalizedAge - lastTime;\n\t\t float age = offsetTime / (time - lastTime);\n currentValue = mix(lastValue, key.y, age);\n\t\t cumulativeValue += (lastValue + currentValue) * 0.5 * offsetTime;\n\t\t break;\n\t\t}\n\t else{\n\t\t cumulativeValue += (lastValue + key.y) * 0.5 * (time - lastKey.x);\n\t\t}\n\t}\n return cumulativeValue;\n}\n\nvec4 evaluateParticleGradient(in vec4 colorKeys[4], in float colorMaxTime, in vec2 alphaKeys[4], in float alphaMaxTime, in float t) {\n vec4 value;\n\n float alphaT = min(t, alphaMaxTime);\n for (int i = 0; i < 4; i++) {\n vec2 key = alphaKeys[i];\n if (alphaT <= key.x) {\n if (i == 0) {\n value.a = alphaKeys[0].y;\n } else {\n vec2 lastKey = alphaKeys[i - 1];\n float age = (alphaT - lastKey.x) / (key.x - lastKey.x);\n value.a = mix(lastKey.y, key.y, age);\n }\n break;\n }\n }\n\n float colorT = min(t, colorMaxTime);\n for (int i = 0; i < 4; i++) {\n vec4 key = colorKeys[i];\n if (colorT <= key.x) {\n if (i == 0) {\n value.rgb = colorKeys[0].yzw;\n } else {\n vec4 lastKey = colorKeys[i - 1];\n float age = (colorT - lastKey.x) / (key.x - lastKey.x);\n value.rgb = mix(lastKey.yzw, key.yzw, age);\n }\n break;\n }\n }\n\n return value;\n}"; // eslint-disable-line
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+ var particle_common = "vec3 rotationByQuaternions(in vec3 v, in vec4 q) {\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\nvec4 quaternionConjugate(in vec4 q) {\n return vec4(-q.xyz, q.w);\n}\n\nvec3 rotationByEuler(in vec3 vector, in vec3 rot) {\n float halfRoll = rot.z * 0.5;\n float halfPitch = rot.x * 0.5;\n float halfYaw = rot.y * 0.5;\n\n float sinRoll = sin(halfRoll);\n float cosRoll = cos(halfRoll);\n float sinPitch = sin(halfPitch);\n float cosPitch = cos(halfPitch);\n float sinYaw = sin(halfYaw);\n float cosYaw = cos(halfYaw);\n\n float cosYawPitch = cosYaw * cosPitch;\n float sinYawPitch = sinYaw * sinPitch;\n\n float quaX = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\n float quaY = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\n float quaZ = (cosYawPitch * sinRoll) - (sinYawPitch * cosRoll);\n float quaW = (cosYawPitch * cosRoll) + (sinYawPitch * sinRoll);\n\n return rotationByQuaternions(vector, vec4(quaX, quaY, quaZ, quaW));\n}\n\n// Assume axis is normalized\nvec3 rotationByAxis(in vec3 vector, in vec3 axis, in float angle) {\n float halfAngle = angle * 0.5;\n float s = sin(halfAngle);\n\n return rotationByQuaternions(vector, vec4(axis * s, cos(halfAngle)));\n}\n\n\nfloat evaluateParticleCurve(in vec2 keys[4], in float normalizedAge) {\n float value;\n for (int i = 1; i < 4; i++) {\n vec2 key = keys[i];\n float time = key.x;\n if (time >= normalizedAge) {\n vec2 lastKey = keys[i - 1];\n float lastTime = lastKey.x;\n float age = (normalizedAge - lastTime) / (time - lastTime);\n value = mix(lastKey.y, key.y, age);\n break;\n }\n }\n return value;\n}\n\nfloat evaluateParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float currentValue){\n float cumulativeValue = 0.0;\n for (int i = 1; i < 4; i++){\n\t vec2 key = keys[i];\n\t float time = key.x;\n\t vec2 lastKey = keys[i - 1];\n\t float lastValue = lastKey.y;\n\n\t if (time >= normalizedAge){\n\t\t float lastTime = lastKey.x;\n float offsetTime = normalizedAge - lastTime;\n\t\t float age = offsetTime / (time - lastTime);\n currentValue = mix(lastValue, key.y, age);\n\t\t cumulativeValue += (lastValue + currentValue) * 0.5 * offsetTime;\n\t\t break;\n\t\t}\n\t else{\n\t\t cumulativeValue += (lastValue + key.y) * 0.5 * (time - lastKey.x);\n\t\t}\n\t}\n return cumulativeValue;\n}\n\nvec4 evaluateParticleGradient(in vec4 colorKeys[4], in float colorMaxTime, in vec2 alphaKeys[4], in float alphaMaxTime, in float t) {\n vec4 value;\n\n float alphaT = min(t, alphaMaxTime);\n for (int i = 0; i < 4; i++) {\n vec2 key = alphaKeys[i];\n if (alphaT <= key.x) {\n if (i == 0) {\n value.a = alphaKeys[0].y;\n } else {\n vec2 lastKey = alphaKeys[i - 1];\n float age = (alphaT - lastKey.x) / (key.x - lastKey.x);\n value.a = mix(lastKey.y, key.y, age);\n }\n break;\n }\n }\n\n float colorT = min(t, colorMaxTime);\n for (int i = 0; i < 4; i++) {\n vec4 key = colorKeys[i];\n if (colorT <= key.x) {\n if (i == 0) {\n value.rgb = colorKeys[0].yzw;\n } else {\n vec4 lastKey = colorKeys[i - 1];\n float age = (colorT - lastKey.x) / (key.x - lastKey.x);\n value.rgb = mix(lastKey.yzw, key.yzw, age);\n }\n break;\n }\n }\n\n return value;\n}"; // eslint-disable-line
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  var velocity_over_lifetime_module = "#if defined(RENDERER_VOL_CONSTANT_MODE) || defined(RENDERER_VOL_CURVE_MODE)\n #define _VOL_MODULE_ENABLED\n#endif\n\n#ifdef _VOL_MODULE_ENABLED\n uniform int renderer_VOLSpace;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n uniform vec3 renderer_VOLMaxConst;\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec3 renderer_VOLMinConst;\n #endif\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n uniform vec2 renderer_VOLMaxGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientZ[4]; // x:time y:value\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec2 renderer_VOLMinGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientZ[4]; // x:time y:value\n #endif\n #endif\n\n\n vec3 computeVelocityPositionOffset(in float normalizedAge, in float age, out vec3 currentVelocity) {\n vec3 velocityPosition;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n currentVelocity = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n currentVelocity = mix(renderer_VOLMinConst, currentVelocity, a_Random1.yzw);\n #endif\n\n velocityPosition = currentVelocity * age;\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n velocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientX, normalizedAge, currentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientY, normalizedAge, currentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientZ, normalizedAge, currentVelocity.z));\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minCurrentVelocity;\n vec3 minVelocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMinGradientX, normalizedAge, minCurrentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientY, normalizedAge, minCurrentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientZ, normalizedAge, minCurrentVelocity.z));\n\n currentVelocity = mix(minCurrentVelocity, currentVelocity, a_Random1.yzw);\n velocityPosition = mix(minVelocityPosition, velocityPosition, a_Random1.yzw);\n #endif\n\n velocityPosition *= vec3(a_ShapePositionStartLifeTime.w);\n #endif\n return velocityPosition;\n }\n#endif\n"; // eslint-disable-line
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@@ -4910,7 +4910,11 @@ var color_over_lifetime_module = "#if defined(RENDERER_COL_GRADIENT) || defined(
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  var texture_sheet_animation_module = "#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\n uniform float renderer_TSACycles;\n uniform vec3 renderer_TSATillingParams; // x:subU y:subV z:tileCount\n uniform vec2 renderer_TSAFrameMaxCurve[4]; // x:time y:value\n\n #ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\n uniform vec2 renderer_TSAFrameMinCurve[4]; // x:time y:value\n #endif\n#endif\n\nvec2 computeParticleUV(in vec2 uv, in float normalizedAge) {\n #if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\n float scaledNormalizedAge = normalizedAge * renderer_TSACycles;\n float cycleNormalizedAge = scaledNormalizedAge - floor(scaledNormalizedAge);\n float normalizedFrame = evaluateParticleCurve(renderer_TSAFrameMaxCurve, cycleNormalizedAge);\n #ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\n normalizedFrame = mix(evaluateParticleCurve(renderer_TSAFrameMinCurve, cycleNormalizedAge), normalizedFrame, a_Random1.x);\n #endif\n\n float frame = floor(normalizedFrame * renderer_TSATillingParams.z);\n\n float tileRow = frame * renderer_TSATillingParams.x;\n float tileRowIndex = floor(tileRow);\n uv.x += tileRow - tileRowIndex;\n uv.y += tileRowIndex * renderer_TSATillingParams.y;\n #endif\n \n return uv;\n}\n"; // eslint-disable-line
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- var force_over_lifetime_module = "#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE)\n #define _FOL_MODULE_ENABLED\n#endif\n\n#ifdef _FOL_MODULE_ENABLED\n attribute vec4 a_Random2;\n\n uniform int renderer_FOLSpace;\n\n #ifdef RENDERER_FOL_CONSTANT_MODE\n uniform vec3 renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec3 renderer_FOLMinConst;\n #endif\n\n #endif\n\n #ifdef RENDERER_FOL_CURVE_MODE\n uniform vec2 renderer_FOLMaxGradientX[4];\n uniform vec2 renderer_FOLMaxGradientY[4];\n uniform vec2 renderer_FOLMaxGradientZ[4];\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec2 renderer_FOLMinGradientX[4];\n uniform vec2 renderer_FOLMinGradientY[4];\n uniform vec2 renderer_FOLMinGradientZ[4];\n #endif\n #endif\n\n // (tHat - t1) * (tHat - t1) * (tHat - t1) * (a2 - a1) / ((t2 - t1) * 6.0) + a1 * (tHat - t1) * (tHat - t1) * 0.5 + v1 * (tHat - t1);\n // to = tHat - t1; tr = t2 - t1\n float computeDisplacementIntegral(in float to, in float tr, in float a1, in float a2, in float v1) {\n return to * to * to * (a2 - a1) / (tr * 6.0) + a1 * to * to * 0.5 + v1 * to;\n }\n\n float evaluateForceParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float velocityCumulative) {\n float cumulativeValue = 0.0;\n velocityCumulative = 0.0;\n\n for (int i = 1; i < 4; i++){\n vec2 key = keys[i];\n vec2 lastKey = keys[i - 1];\n float timeRange = (key.x - lastKey.x) * a_ShapePositionStartLifeTime.w;\n\n if (key.x >= normalizedAge){\n float timeOffset = (normalizedAge - lastKey.x) * a_ShapePositionStartLifeTime.w;\n cumulativeValue += computeDisplacementIntegral(timeOffset, timeRange, lastKey.y, key.y, velocityCumulative);\n\n float finalAcceleration = mix(lastKey.y, key.y, timeOffset / timeRange);\n velocityCumulative += 0.5 * timeOffset * (finalAcceleration + lastKey.y);\n break;\n } else { \n cumulativeValue += computeDisplacementIntegral(timeRange, timeRange, lastKey.y, key.y, velocityCumulative);\n velocityCumulative += 0.5 * timeRange * (lastKey.y + key.y);\n }\n }\n return cumulativeValue;\n }\n\n vec3 computeForcePositionOffset(in float normalizedAge, in float age, out vec3 velocityOffset) {\n vec3 forcePosition;\n\n #if defined(RENDERER_FOL_CONSTANT_MODE)\n vec3 forceAcceleration = renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n forceAcceleration = mix(renderer_FOLMinConst, forceAcceleration, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n\n velocityOffset = forceAcceleration * age;\n\n forcePosition = 0.5 * forceAcceleration * age * age;\n #elif defined(RENDERER_FOL_CURVE_MODE)\n forcePosition = vec3(\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientX, normalizedAge, velocityOffset.x),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientY, normalizedAge, velocityOffset.y),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientZ, normalizedAge, velocityOffset.z)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minVelocityOffset;\n\n forcePosition = vec3(\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientX, normalizedAge, minVelocityOffset.x), forcePosition.x, a_Random2.x),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientY, normalizedAge, minVelocityOffset.y), forcePosition.y, a_Random2.y),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientZ, normalizedAge, minVelocityOffset.z), forcePosition.z, a_Random2.z)\n );\n\n velocityOffset = mix(minVelocityOffset, velocityOffset, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n return forcePosition;\n }\n#endif"; // eslint-disable-line
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+ var force_over_lifetime_module = "#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE)\n #define _FOL_MODULE_ENABLED\n#endif\n\n#ifdef _FOL_MODULE_ENABLED\n uniform int renderer_FOLSpace;\n\n #ifdef RENDERER_FOL_CONSTANT_MODE\n uniform vec3 renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec3 renderer_FOLMinConst;\n #endif\n\n #endif\n\n #ifdef RENDERER_FOL_CURVE_MODE\n uniform vec2 renderer_FOLMaxGradientX[4];\n uniform vec2 renderer_FOLMaxGradientY[4];\n uniform vec2 renderer_FOLMaxGradientZ[4];\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec2 renderer_FOLMinGradientX[4];\n uniform vec2 renderer_FOLMinGradientY[4];\n uniform vec2 renderer_FOLMinGradientZ[4];\n #endif\n #endif\n\n // (tHat - t1) * (tHat - t1) * (tHat - t1) * (a2 - a1) / ((t2 - t1) * 6.0) + a1 * (tHat - t1) * (tHat - t1) * 0.5 + v1 * (tHat - t1);\n // to = tHat - t1; tr = t2 - t1\n float computeDisplacementIntegral(in float to, in float tr, in float a1, in float a2, in float v1) {\n return to * to * to * (a2 - a1) / (tr * 6.0) + a1 * to * to * 0.5 + v1 * to;\n }\n\n float evaluateForceParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float velocityCumulative) {\n float cumulativeValue = 0.0;\n velocityCumulative = 0.0;\n\n for (int i = 1; i < 4; i++){\n vec2 key = keys[i];\n vec2 lastKey = keys[i - 1];\n float timeRange = (key.x - lastKey.x) * a_ShapePositionStartLifeTime.w;\n\n if (key.x >= normalizedAge){\n float timeOffset = (normalizedAge - lastKey.x) * a_ShapePositionStartLifeTime.w;\n cumulativeValue += computeDisplacementIntegral(timeOffset, timeRange, lastKey.y, key.y, velocityCumulative);\n\n float finalAcceleration = mix(lastKey.y, key.y, timeOffset / timeRange);\n velocityCumulative += 0.5 * timeOffset * (finalAcceleration + lastKey.y);\n break;\n } else { \n cumulativeValue += computeDisplacementIntegral(timeRange, timeRange, lastKey.y, key.y, velocityCumulative);\n velocityCumulative += 0.5 * timeRange * (lastKey.y + key.y);\n }\n }\n return cumulativeValue;\n }\n\n vec3 computeForcePositionOffset(in float normalizedAge, in float age, out vec3 velocityOffset) {\n vec3 forcePosition;\n\n #if defined(RENDERER_FOL_CONSTANT_MODE)\n vec3 forceAcceleration = renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n forceAcceleration = mix(renderer_FOLMinConst, forceAcceleration, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n\n velocityOffset = forceAcceleration * age;\n\n forcePosition = 0.5 * forceAcceleration * age * age;\n #elif defined(RENDERER_FOL_CURVE_MODE)\n forcePosition = vec3(\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientX, normalizedAge, velocityOffset.x),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientY, normalizedAge, velocityOffset.y),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientZ, normalizedAge, velocityOffset.z)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minVelocityOffset;\n\n forcePosition = vec3(\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientX, normalizedAge, minVelocityOffset.x), forcePosition.x, a_Random2.x),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientY, normalizedAge, minVelocityOffset.y), forcePosition.y, a_Random2.y),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientZ, normalizedAge, minVelocityOffset.z), forcePosition.z, a_Random2.z)\n );\n\n velocityOffset = mix(minVelocityOffset, velocityOffset, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n return forcePosition;\n }\n#endif"; // eslint-disable-line
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+ var limit_velocity_over_lifetime_module = "#ifdef RENDERER_LVL_MODULE_ENABLED\n uniform int renderer_LVLSpace;\n uniform float renderer_LVLDampen;\n\n // Scalar limit\n #ifndef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n uniform float renderer_LVLSpeedMaxConst;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform float renderer_LVLSpeedMinConst;\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n uniform vec2 renderer_LVLSpeedMaxCurve[4];\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec2 renderer_LVLSpeedMinCurve[4];\n #endif\n #endif\n #endif\n\n // Per-axis limit\n #ifdef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n uniform vec3 renderer_LVLSpeedMaxConstVector;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec3 renderer_LVLSpeedMinConstVector;\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n uniform vec2 renderer_LVLSpeedXMaxCurve[4];\n uniform vec2 renderer_LVLSpeedYMaxCurve[4];\n uniform vec2 renderer_LVLSpeedZMaxCurve[4];\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec2 renderer_LVLSpeedXMinCurve[4];\n uniform vec2 renderer_LVLSpeedYMinCurve[4];\n uniform vec2 renderer_LVLSpeedZMinCurve[4];\n #endif\n #endif\n #endif\n\n // Drag curve\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n uniform vec2 renderer_LVLDragMaxCurve[4];\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n uniform vec2 renderer_LVLDragMinCurve[4];\n #endif\n #endif\n\n float evaluateLVLDrag(float normalizedAge, float dragRand) {\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n float dragMax = evaluateParticleCurve(renderer_LVLDragMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n float dragMin = evaluateParticleCurve(renderer_LVLDragMinCurve, normalizedAge);\n return mix(dragMin, dragMax, dragRand);\n #else\n return dragMax;\n #endif\n #else\n return mix(renderer_LVLDragConstant.x, renderer_LVLDragConstant.y, dragRand);\n #endif\n }\n\n vec3 applyLVLSpeedLimitTF(vec3 velocity, float normalizedAge, float limitRand, float effectiveDampen) {\n #ifdef RENDERER_LVL_SEPARATE_AXES\n vec3 limitSpeed;\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n limitSpeed = renderer_LVLSpeedMaxConstVector;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n limitSpeed = mix(renderer_LVLSpeedMinConstVector, limitSpeed, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n limitSpeed = vec3(\n evaluateParticleCurve(renderer_LVLSpeedXMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedYMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedZMaxCurve, normalizedAge)\n );\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n vec3 minLimitSpeed = vec3(\n evaluateParticleCurve(renderer_LVLSpeedXMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedYMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedZMinCurve, normalizedAge)\n );\n limitSpeed = mix(minLimitSpeed, limitSpeed, limitRand);\n #endif\n #endif\n\n vec3 absVel = abs(velocity);\n vec3 excess = max(absVel - limitSpeed, vec3(0.0));\n velocity = sign(velocity) * (absVel - excess * effectiveDampen);\n #else\n float limitSpeed;\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n limitSpeed = renderer_LVLSpeedMaxConst;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n limitSpeed = mix(renderer_LVLSpeedMinConst, limitSpeed, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n limitSpeed = evaluateParticleCurve(renderer_LVLSpeedMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n float minLimitSpeed = evaluateParticleCurve(renderer_LVLSpeedMinCurve, normalizedAge);\n limitSpeed = mix(minLimitSpeed, limitSpeed, limitRand);\n #endif\n #endif\n\n float speed = length(velocity);\n if (speed > limitSpeed && speed > 0.0) {\n float excess = speed - limitSpeed;\n velocity = velocity * ((speed - excess * effectiveDampen) / speed);\n }\n #endif\n return velocity;\n }\n\n#endif\n"; // eslint-disable-line
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+
4917
+ var particle_feedback_simulation = "// Transform Feedback update shader for particle simulation.\n// Update order: VOL/FOL → Dampen → Drag → Position.\n// Runs once per particle per frame (no rasterization).\n\n// Previous frame TF data\nattribute vec3 a_FeedbackPosition;\nattribute vec3 a_FeedbackVelocity;\n\n// Per-particle instance data\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec3 a_StartSize;\nattribute float a_StartSpeed;\nattribute vec4 a_Random0;\nattribute vec4 a_Random1;\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\nattribute vec4 a_Random2;\n\n// Uniforms\nuniform float renderer_CurrentTime;\nuniform float renderer_DeltaTime;\nuniform vec3 renderer_Gravity;\nuniform vec2 renderer_LVLDragConstant;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform int renderer_SimulationSpace;\n\n// TF outputs\nvarying vec3 v_FeedbackPosition;\nvarying vec3 v_FeedbackVelocity;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <limit_velocity_over_lifetime_module>\n\n// Get VOL instantaneous velocity at normalizedAge\nvec3 getVOLVelocity(float normalizedAge) {\n vec3 vel = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n #ifdef RENDERER_VOL_CONSTANT_MODE\n vel = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vel = mix(renderer_VOLMinConst, vel, a_Random1.yzw);\n #endif\n #endif\n #ifdef RENDERER_VOL_CURVE_MODE\n vel = vec3(\n evaluateParticleCurve(renderer_VOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minVel = vec3(\n evaluateParticleCurve(renderer_VOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientZ, normalizedAge)\n );\n vel = mix(minVel, vel, a_Random1.yzw);\n #endif\n #endif\n #endif\n return vel;\n}\n\n// Get FOL instantaneous acceleration at normalizedAge\nvec3 getFOLAcceleration(float normalizedAge) {\n vec3 acc = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n #ifdef RENDERER_FOL_CONSTANT_MODE\n acc = renderer_FOLMaxConst;\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n acc = mix(renderer_FOLMinConst, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #ifdef RENDERER_FOL_CURVE_MODE\n acc = vec3(\n evaluateParticleCurve(renderer_FOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minAcc = vec3(\n evaluateParticleCurve(renderer_FOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientZ, normalizedAge)\n );\n acc = mix(minAcc, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #endif\n return acc;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float lifetime = a_ShapePositionStartLifeTime.w;\n float normalizedAge = age / lifetime;\n // Clamp to age on the first TF pass: particles emitted mid-frame have age < dt,\n // so using the full dt would over-integrate. Subsequent passes are unaffected (age >= dt).\n float dt = min(renderer_DeltaTime, age);\n\n // normalizedAge < 0.0: stale TF slot whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 1.0 || normalizedAge < 0.0) {\n v_FeedbackPosition = a_FeedbackPosition;\n v_FeedbackVelocity = a_FeedbackVelocity;\n gl_Position = vec4(0.0);\n return;\n }\n\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n vec4 invWorldRotation = quaternionConjugate(worldRotation);\n\n // Read previous frame state (initialized by CPU on particle birth)\n vec3 localVelocity = a_FeedbackVelocity;\n\n // =====================================================\n // Step 1: Apply velocity module deltas (VOL + FOL + Gravity)\n // =====================================================\n\n // Gravity (world space)\n vec3 gravityDelta = renderer_Gravity * a_Random0.x * dt;\n\n // VOL instantaneous velocity (animated velocity, not persisted)\n vec3 volLocal = vec3(0.0);\n vec3 volWorld = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n vec3 vol = getVOLVelocity(normalizedAge);\n if (renderer_VOLSpace == 0) {\n volLocal = vol;\n } else {\n volWorld = vol;\n }\n #endif\n\n // FOL acceleration → velocity delta (always persisted, like gravity)\n vec3 folDeltaLocal = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n vec3 folAcc = getFOLAcceleration(normalizedAge);\n vec3 folVelDelta = folAcc * dt;\n if (renderer_FOLSpace == 0) {\n folDeltaLocal = folVelDelta;\n } else {\n // World FOL: convert to local and persist, same as gravity\n folDeltaLocal = rotationByQuaternions(folVelDelta, invWorldRotation);\n }\n #endif\n\n // Gravity and FOL contribute to base velocity (persisted, subject to dampen/drag).\n vec3 gravityLocal = rotationByQuaternions(gravityDelta, invWorldRotation);\n localVelocity += folDeltaLocal + gravityLocal;\n\n // =====================================================\n // Step 2 & 3: Dampen (Limit Velocity) + Drag\n // VOL must be projected into the LVL target space so that\n // limit/drag see the full velocity regardless of VOL.space vs LVL.space.\n // =====================================================\n #ifdef RENDERER_LVL_MODULE_ENABLED\n // Precompute VOL in both spaces\n vec3 volAsLocal = volLocal + rotationByQuaternions(volWorld, invWorldRotation);\n vec3 volAsWorld = rotationByQuaternions(volLocal, worldRotation) + volWorld;\n\n float limitRand = a_Random2.w;\n float dampen = renderer_LVLDampen;\n // Frame-rate independent dampen (30fps as reference)\n float effectiveDampen = 1.0 - pow(1.0 - dampen, dt * 30.0);\n\n if (renderer_LVLSpace == 0) {\n // Local space: total = base + all VOL projected to local\n vec3 totalLocal = localVelocity + volAsLocal;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalLocal, normalizedAge, limitRand, effectiveDampen);\n localVelocity = dampenedTotal - volAsLocal;\n } else {\n // World space: total = rotated base + all VOL projected to world\n vec3 totalWorld = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalWorld, normalizedAge, limitRand, effectiveDampen);\n localVelocity = rotationByQuaternions(dampenedTotal - volAsWorld, invWorldRotation);\n }\n\n // Drag: same space as dampen\n {\n float dragCoeff = evaluateLVLDrag(normalizedAge, a_Random2.w);\n if (dragCoeff > 0.0) {\n vec3 totalVel;\n if (renderer_LVLSpace == 0) {\n totalVel = localVelocity + volAsLocal;\n } else {\n totalVel = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n }\n float velMagSqr = dot(totalVel, totalVel);\n float velMag = sqrt(velMagSqr);\n\n float drag = dragCoeff;\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_SIZE\n float maxDim = max(a_StartSize.x, max(a_StartSize.y, a_StartSize.z));\n float radius = maxDim * 0.5;\n drag *= 3.14159265 * radius * radius;\n #endif\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_VELOCITY\n drag *= velMagSqr;\n #endif\n\n if (velMag > 0.0) {\n float newVelMag = max(0.0, velMag - drag * dt);\n vec3 draggedTotal = totalVel * (newVelMag / velMag);\n if (renderer_LVLSpace == 0) {\n localVelocity = draggedTotal - volAsLocal;\n } else {\n localVelocity = rotationByQuaternions(draggedTotal - volAsWorld, invWorldRotation);\n }\n }\n }\n }\n #endif\n\n // =====================================================\n // Step 4: Integrate position in simulation space\n // Local mode: position in local space, velocity rotated to local\n // World mode: position in world space, velocity rotated to world\n // =====================================================\n // FOL is now fully in localVelocity (both local and world-space FOL).\n // Only VOL overlay needs to be added here.\n vec3 totalVelocity;\n if (renderer_SimulationSpace == 0) {\n // Local: integrate in local space\n totalVelocity = localVelocity + volLocal\n + rotationByQuaternions(volWorld, invWorldRotation);\n } else {\n // World: integrate in world space\n totalVelocity = rotationByQuaternions(localVelocity + volLocal, worldRotation) + volWorld;\n }\n vec3 position = a_FeedbackPosition + totalVelocity * dt;\n\n v_FeedbackPosition = position;\n v_FeedbackVelocity = localVelocity;\n gl_Position = vec4(0.0);\n}\n"; // eslint-disable-line
4914
4918
 
4915
4919
  var sphere_billboard = "#ifdef RENDERER_MODE_SPHERE_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 sideVector = normalize(cross(camera_Forward, camera_Up));\n\tvec3 upVector = normalize(cross(sideVector, camera_Forward));\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n if (renderer_ThreeDStartRotation) {\n vec3 rotation = radians(vec3(a_StartRotation0.xy, computeParticleRotationFloat(a_StartRotation0.z, age, normalizedAge)));\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, rotation);\n } else {\n float rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n float c = cos(rot);\n float s = sin(rot);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #else\n if (renderer_ThreeDStartRotation) {\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, radians(a_StartRotation0));\n } else {\n float c = cos(radians(a_StartRotation0.x));\n float s = sin(radians(a_StartRotation0.x));\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #endif\n#endif"; // eslint-disable-line
4916
4920
 
@@ -4930,6 +4934,8 @@ var ParticleShaderLib = {
4930
4934
  color_over_lifetime_module: color_over_lifetime_module,
4931
4935
  texture_sheet_animation_module: texture_sheet_animation_module,
4932
4936
  force_over_lifetime_module: force_over_lifetime_module,
4937
+ limit_velocity_over_lifetime_module: limit_velocity_over_lifetime_module,
4938
+ particle_feedback_simulation: particle_feedback_simulation,
4933
4939
  sphere_billboard: sphere_billboard,
4934
4940
  stretched_billboard: stretched_billboard,
4935
4941
  vertical_billboard: vertical_billboard,
@@ -4996,6 +5002,41 @@ var ShaderFactory = /*#__PURE__*/ function() {
4996
5002
  return "#define " + (m.value ? m.name + " " + m.value : m.name) + "\n";
4997
5003
  }).join("");
4998
5004
  };
5005
+ /**
5006
+ * @internal
5007
+ * Compile vertex and fragment source with standard macros, includes, and version header.
5008
+ * @param engine - Engine instance
5009
+ * @param macroCollection - Current macro collection
5010
+ * @param vertexSource - Raw vertex shader source (may contain #include)
5011
+ * @param fragmentSource - Raw fragment shader source
5012
+ * @returns Compiled { vertexSource, fragmentSource } ready for ShaderProgram
5013
+ */ ShaderFactory.compilePlatformSource = function compilePlatformSource(engine, macroCollection, vertexSource, fragmentSource) {
5014
+ var isWebGL2 = engine._hardwareRenderer.isWebGL2;
5015
+ var shaderMacroList = new Array();
5016
+ ShaderMacro._getMacrosElements(macroCollection, shaderMacroList);
5017
+ shaderMacroList.push(ShaderMacro.getByName(isWebGL2 ? "GRAPHICS_API_WEBGL2" : "GRAPHICS_API_WEBGL1"));
5018
+ if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) {
5019
+ shaderMacroList.push(ShaderMacro.getByName("HAS_TEX_LOD"));
5020
+ }
5021
+ if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
5022
+ shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES"));
5023
+ }
5024
+ var noIncludeVertex = ShaderFactory.parseIncludes(vertexSource);
5025
+ var noIncludeFrag = ShaderFactory.parseIncludes(fragmentSource);
5026
+ var macroStr = ShaderFactory.parseCustomMacros(shaderMacroList);
5027
+ noIncludeVertex = macroStr + noIncludeVertex;
5028
+ noIncludeFrag = macroStr + noIncludeFrag;
5029
+ if (isWebGL2) {
5030
+ noIncludeVertex = ShaderFactory.convertTo300(noIncludeVertex);
5031
+ noIncludeFrag = ShaderFactory.convertTo300(noIncludeFrag, true);
5032
+ }
5033
+ var versionStr = isWebGL2 ? "#version 300 es" : "#version 100";
5034
+ var precisionStr = "\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n precision highp int;\n#else\n precision mediump float;\n precision mediump int;\n#endif\n";
5035
+ return {
5036
+ vertexSource: versionStr + "\nprecision highp float;\n" + noIncludeVertex,
5037
+ fragmentSource: versionStr + "\n" + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + precisionStr + noIncludeFrag
5038
+ };
5039
+ };
4999
5040
  ShaderFactory.registerInclude = function registerInclude(includeName, includeSource) {
5000
5041
  if (ShaderLib[includeName]) {
5001
5042
  throw 'The "' + includeName + '" shader include already exist';
@@ -5328,7 +5369,7 @@ ShaderTagKey._nameMap = Object.create(null);
5328
5369
  * Shader program, corresponding to the GPU shader program.
5329
5370
  * @internal
5330
5371
  */ var ShaderProgram = /*#__PURE__*/ function() {
5331
- function ShaderProgram(engine, vertexSource, fragmentSource) {
5372
+ function ShaderProgram(engine, vertexSource, fragmentSource, transformFeedbackVaryings) {
5332
5373
  this.sceneUniformBlock = new ShaderUniformBlock();
5333
5374
  this.cameraUniformBlock = new ShaderUniformBlock();
5334
5375
  this.rendererUniformBlock = new ShaderUniformBlock();
@@ -5344,7 +5385,7 @@ ShaderTagKey._nameMap = Object.create(null);
5344
5385
  this._activeTextureUint = 0;
5345
5386
  this._engine = engine;
5346
5387
  this._gl = engine._hardwareRenderer.gl;
5347
- this._glProgram = this._createProgram(vertexSource, fragmentSource);
5388
+ this._glProgram = this._createProgram(vertexSource, fragmentSource, transformFeedbackVaryings);
5348
5389
  if (this._glProgram) {
5349
5390
  this._isValid = true;
5350
5391
  this._recordLocation();
@@ -5490,7 +5531,7 @@ ShaderTagKey._nameMap = Object.create(null);
5490
5531
  };
5491
5532
  /**
5492
5533
  * Init and link program with shader.
5493
- */ _proto._createProgram = function _createProgram(vertexSource, fragmentSource) {
5534
+ */ _proto._createProgram = function _createProgram(vertexSource, fragmentSource, transformFeedbackVaryings) {
5494
5535
  var gl = this._gl;
5495
5536
  // Create and compile shader
5496
5537
  var vertexShader = this._createShader(gl.VERTEX_SHADER, vertexSource);
@@ -5508,6 +5549,10 @@ ShaderTagKey._nameMap = Object.create(null);
5508
5549
  }
5509
5550
  gl.attachShader(program, vertexShader);
5510
5551
  gl.attachShader(program, fragmentShader);
5552
+ // Set Transform Feedback varyings before linking (WebGL2 only)
5553
+ if (transformFeedbackVaryings == null ? void 0 : transformFeedbackVaryings.length) {
5554
+ gl.transformFeedbackVaryings(program, transformFeedbackVaryings, gl.INTERLEAVED_ATTRIBS);
5555
+ }
5511
5556
  gl.linkProgram(program);
5512
5557
  gl.validateProgram(program);
5513
5558
  gl.deleteShader(vertexShader);
@@ -5771,7 +5816,7 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
5771
5816
  /**
5772
5817
  * @internal
5773
5818
  */ _proto._getShaderProgram = function _getShaderProgram(engine, macroCollection) {
5774
- var shaderProgramPool = engine._getShaderProgramPool(this);
5819
+ var shaderProgramPool = engine._getShaderProgramPool(this._shaderPassId, this._shaderProgramPools);
5775
5820
  var shaderProgram = shaderProgramPool.get(macroCollection);
5776
5821
  if (shaderProgram) {
5777
5822
  return shaderProgram;
@@ -5793,6 +5838,13 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
5793
5838
  shaderProgramPools.length = 0;
5794
5839
  };
5795
5840
  _proto._getCanonicalShaderProgram = function _getCanonicalShaderProgram(engine, macroCollection) {
5841
+ if (this._platformTarget != undefined) {
5842
+ return this._getShaderLabProgram(engine, macroCollection);
5843
+ }
5844
+ var _ShaderFactory_compilePlatformSource = ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource), vertexSource = _ShaderFactory_compilePlatformSource.vertexSource, fragmentSource = _ShaderFactory_compilePlatformSource.fragmentSource;
5845
+ return new ShaderProgram(engine, vertexSource, fragmentSource);
5846
+ };
5847
+ _proto._getShaderLabProgram = function _getShaderLabProgram(engine, macroCollection) {
5796
5848
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
5797
5849
  var shaderMacroList = new Array();
5798
5850
  ShaderMacro._getMacrosElements(macroCollection, shaderMacroList);
@@ -5803,32 +5855,22 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
5803
5855
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
5804
5856
  shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES"));
5805
5857
  }
5806
- // Compatible with non-shaderlab syntax
5807
5858
  var noIncludeVertex = ShaderFactory.parseIncludes(this._vertexSource);
5808
5859
  var noIncludeFrag = ShaderFactory.parseIncludes(this._fragmentSource);
5809
- // Parse macros when use shaderlab
5810
- if (this._platformTarget != undefined) {
5811
- noIncludeVertex = Shader._shaderLab._parseMacros(noIncludeVertex, shaderMacroList);
5812
- noIncludeFrag = Shader._shaderLab._parseMacros(noIncludeFrag, shaderMacroList);
5813
- } else {
5814
- var macroNameStr = ShaderFactory.parseCustomMacros(shaderMacroList);
5815
- noIncludeVertex = macroNameStr + noIncludeVertex;
5816
- noIncludeFrag = macroNameStr + noIncludeFrag;
5817
- }
5818
- // Need to convert to 300 es when the target is GLSL ES 100 or unkdown
5819
- if (isWebGL2 && (this._platformTarget == undefined || this._platformTarget === ShaderLanguage.GLSLES100)) {
5860
+ noIncludeVertex = Shader._shaderLab._parseMacros(noIncludeVertex, shaderMacroList);
5861
+ noIncludeFrag = Shader._shaderLab._parseMacros(noIncludeFrag, shaderMacroList);
5862
+ if (isWebGL2 && this._platformTarget === ShaderLanguage.GLSLES100) {
5820
5863
  noIncludeVertex = ShaderFactory.convertTo300(noIncludeVertex);
5821
5864
  noIncludeFrag = ShaderFactory.convertTo300(noIncludeFrag, true);
5822
5865
  }
5823
5866
  var versionStr = isWebGL2 ? "#version 300 es" : "#version 100";
5824
- var vertexSource = " " + versionStr + " \n " + noIncludeVertex + "\n ";
5867
+ var vertexSource = " " + versionStr + "\n " + noIncludeVertex + "\n ";
5825
5868
  var fragmentSource = " " + versionStr + "\n " + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + "\n " + precisionStr + "\n " + noIncludeFrag + "\n ";
5826
- var shaderProgram = new ShaderProgram(engine, vertexSource, fragmentSource);
5827
- return shaderProgram;
5869
+ return new ShaderProgram(engine, vertexSource, fragmentSource);
5828
5870
  };
5829
5871
  return ShaderPass;
5830
5872
  }(ShaderPart);
5831
- ShaderPass._shaderPassCounter = 0;
5873
+ /** @internal */ ShaderPass._shaderPassCounter = 0;
5832
5874
  /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
5833
5875
 
5834
5876
  /**
@@ -18467,6 +18509,15 @@ var TextChunk = function TextChunk() {
18467
18509
  this._platformBuffer.getData(data, bufferByteOffset, dataOffset, dataLength);
18468
18510
  };
18469
18511
  /**
18512
+ * Copy data from another buffer on the GPU.
18513
+ * @param srcBuffer - Source buffer
18514
+ * @param srcByteOffset - Byte offset in the source buffer
18515
+ * @param dstByteOffset - Byte offset in this buffer
18516
+ * @param byteLength - Number of bytes to copy
18517
+ */ _proto.copyFromBuffer = function copyFromBuffer(srcBuffer, srcByteOffset, dstByteOffset, byteLength) {
18518
+ this._platformBuffer.copyFromBuffer(srcBuffer._platformBuffer, srcByteOffset, dstByteOffset, byteLength);
18519
+ };
18520
+ /**
18470
18521
  * Mark buffer as readable, the `data` property will be not accessible anymore.
18471
18522
  */ _proto.markAsUnreadable = function markAsUnreadable() {
18472
18523
  this._data = null;
@@ -18761,8 +18812,8 @@ var BufferUtil = /*#__PURE__*/ function() {
18761
18812
  /**
18762
18813
  * Buffer binding flag.
18763
18814
  */ var BufferBindFlag = /*#__PURE__*/ function(BufferBindFlag) {
18764
- /** Vertex buffer binding flag */ BufferBindFlag[BufferBindFlag["VertexBuffer"] = 0] = "VertexBuffer";
18765
- /** Index buffer binding flag */ BufferBindFlag[BufferBindFlag["IndexBuffer"] = 1] = "IndexBuffer";
18815
+ /** Vertex buffer binding flag. */ BufferBindFlag[BufferBindFlag["VertexBuffer"] = 0] = "VertexBuffer";
18816
+ /** Index buffer binding flag. */ BufferBindFlag[BufferBindFlag["IndexBuffer"] = 1] = "IndexBuffer";
18766
18817
  return BufferBindFlag;
18767
18818
  }({});
18768
18819
 
@@ -26198,6 +26249,15 @@ PointerEventEmitter._tempRay = new Ray();
26198
26249
  return ParticleBillboardVertexAttribute;
26199
26250
  }({});
26200
26251
 
26252
+ /**
26253
+ * @internal
26254
+ * Vertex attributes for the Transform Feedback buffer.
26255
+ */ var ParticleFeedbackVertexAttribute = /*#__PURE__*/ function(ParticleFeedbackVertexAttribute) {
26256
+ ParticleFeedbackVertexAttribute["Position"] = "a_FeedbackPosition";
26257
+ ParticleFeedbackVertexAttribute["Velocity"] = "a_FeedbackVelocity";
26258
+ return ParticleFeedbackVertexAttribute;
26259
+ }({});
26260
+
26201
26261
  /**
26202
26262
  * @internal
26203
26263
  */ var ParticleInstanceVertexAttribute = /*#__PURE__*/ function(ParticleInstanceVertexAttribute) {
@@ -26292,6 +26352,22 @@ PointerEventEmitter._tempRay = new Ray();
26292
26352
  return _class;
26293
26353
  }(ContentRestorer))());
26294
26354
  };
26355
+ ParticleBufferUtils.feedbackVertexStride = 24;
26356
+ ParticleBufferUtils.feedbackVertexElements = [
26357
+ new VertexElement(ParticleFeedbackVertexAttribute.Position, 0, VertexElementFormat.Vector3, 0),
26358
+ new VertexElement(ParticleFeedbackVertexAttribute.Velocity, 12, VertexElementFormat.Vector3, 0)
26359
+ ];
26360
+ ParticleBufferUtils.feedbackInstanceElements = [
26361
+ new VertexElement(ParticleInstanceVertexAttribute.ShapePositionStartLifeTime, 0, VertexElementFormat.Vector4, 0),
26362
+ new VertexElement(ParticleInstanceVertexAttribute.DirectionTime, 16, VertexElementFormat.Vector4, 0),
26363
+ new VertexElement(ParticleInstanceVertexAttribute.StartSize, 48, VertexElementFormat.Vector3, 0),
26364
+ new VertexElement(ParticleInstanceVertexAttribute.StartSpeed, 72, VertexElementFormat.Float, 0),
26365
+ new VertexElement(ParticleInstanceVertexAttribute.Random0, 76, VertexElementFormat.Vector4, 0),
26366
+ new VertexElement(ParticleInstanceVertexAttribute.Random1, 92, VertexElementFormat.Vector4, 0),
26367
+ new VertexElement(ParticleInstanceVertexAttribute.SimulationWorldPosition, 108, VertexElementFormat.Vector3, 0),
26368
+ new VertexElement(ParticleInstanceVertexAttribute.SimulationWorldRotation, 120, VertexElementFormat.Vector4, 0),
26369
+ new VertexElement(ParticleInstanceVertexAttribute.Random2, 152, VertexElementFormat.Vector4, 0)
26370
+ ];
26295
26371
  ParticleBufferUtils.instanceVertexStride = 168;
26296
26372
  ParticleBufferUtils.instanceVertexFloatStride = ParticleBufferUtils.instanceVertexStride / 4;
26297
26373
  ParticleBufferUtils.startLifeTimeOffset = 3;
@@ -26324,7 +26400,7 @@ var depthOnlyVs = "#define MATERIAL_OMIT_NORMAL\n#include <common>\n#include <co
26324
26400
 
26325
26401
  var particleFs = "#include <common>\n\nvarying vec4 v_Color;\nvarying vec2 v_TextureCoordinate;\nuniform sampler2D material_BaseTexture;\nuniform vec4 material_BaseColor;\n \nuniform mediump vec3 material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n uniform sampler2D material_EmissiveTexture;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n\tvarying vec4 v_MeshColor;\n#endif\n\nvoid main() {\n\tvec4 color = material_BaseColor * v_Color;\n\n\t#if defined(RENDERER_MODE_MESH) && defined(RENDERER_ENABLE_VERTEXCOLOR)\n\t\tcolor *= v_MeshColor;\n\t#endif\n\n\t#ifdef MATERIAL_HAS_BASETEXTURE\n\t\tcolor *= texture2DSRGB(material_BaseTexture, v_TextureCoordinate);\n\t#endif\n\t\n\t// Emissive\n\tvec3 emissiveRadiance = material_EmissiveColor;\n\t#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n\t\temissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_TextureCoordinate).rgb;\n\t#endif\n\n\tcolor.rgb += emissiveRadiance;\n\n\tgl_FragColor = color;\n}"; // eslint-disable-line
26326
26402
 
26327
- var particleVs = "#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n attribute vec4 a_CornerTextureCoordinate;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n attribute vec3 POSITION;\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n attribute vec4 COLOR_0;\n #endif\n attribute vec2 TEXCOORD_0;\n varying vec4 v_MeshColor;\n#endif\n\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec4 a_StartColor;\nattribute vec3 a_StartSize;\nattribute vec3 a_StartRotation0;\nattribute float a_StartSpeed;\n\n//#if defined(COLOR_OVER_LIFETIME) || defined(RENDERER_COL_RANDOM_GRADIENTS) || defined(RENDERER_SOL_RANDOM_CURVES) || defined(RENDERER_SOL_RANDOM_CURVES_SEPARATE) || defined(ROTATION_OVER_LIFE_TIME_RANDOM_CONSTANTS) || defined(ROTATION_OVER_LIFETIME_RANDOM_CURVES)\n attribute vec4 a_Random0;\n//#endif\n\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_IS_RANDOM_TWO)\n attribute vec4 a_Random1; // x:texture sheet animation random\n#endif\n\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\n\nvarying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\n attribute vec4 a_SimulationUV;\n varying vec2 v_TextureCoordinate;\n#endif\n\nuniform float renderer_CurrentTime;\nuniform vec3 renderer_Gravity;\nuniform vec2 u_DragConstant;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform bool renderer_ThreeDStartRotation;\nuniform int renderer_ScalingMode;\nuniform vec3 renderer_PositionScale;\nuniform vec3 renderer_SizeScale;\nuniform vec3 renderer_PivotOffset;\n\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\n\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n uniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward; // TODO:只有几种广告牌模式需要用\nuniform vec3 camera_Up;\n\nuniform float renderer_StretchedBillboardLengthScale;\nuniform float renderer_StretchedBillboardSpeedScale;\nuniform int renderer_SimulationSpace;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\n\nvec3 getStartPosition(vec3 startVelocity, float age, vec3 dragData) {\n vec3 startPosition;\n float lastTime = min(startVelocity.x / dragData.x, age); // todo 0/0\n startPosition = lastTime * (startVelocity - 0.5 * dragData * lastTime);\n return startPosition;\n}\n\nvec3 computeParticlePosition(in vec3 startVelocity, in float age, in float normalizedAge, vec3 gravityVelocity, vec4 worldRotation, vec3 dragData, inout vec3 localVelocity, inout vec3 worldVelocity) {\n vec3 startPosition = getStartPosition(startVelocity, age, dragData);\n\n vec3 finalPosition;\n vec3 localPositionOffset = startPosition;\n vec3 worldPositionOffset;\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 lifeVelocity; \n vec3 velocityPositionOffset = computeVelocityPositionOffset(normalizedAge, age, lifeVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += lifeVelocity;\n localPositionOffset += velocityPositionOffset;\n } else {\n worldVelocity += lifeVelocity;\n worldPositionOffset += velocityPositionOffset;\n }\n #endif\n\n #ifdef _FOL_MODULE_ENABLED\n vec3 forceVelocity;\n vec3 forcePositionOffset = computeForcePositionOffset(normalizedAge, age, forceVelocity);\n if (renderer_FOLSpace == 0) {\n localVelocity += forceVelocity;\n localPositionOffset += forcePositionOffset;\n } else {\n worldVelocity += forceVelocity;\n worldPositionOffset += forcePositionOffset;\n }\n #endif\n\n finalPosition = rotationByQuaternions(a_ShapePositionStartLifeTime.xyz + localPositionOffset, worldRotation) + worldPositionOffset;\n\n if (renderer_SimulationSpace == 0) {\n finalPosition = finalPosition + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n\t finalPosition = finalPosition + a_SimulationWorldPosition;\n\t}\n\n finalPosition += 0.5 * gravityVelocity * age;\n\n return finalPosition;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float normalizedAge = age / a_ShapePositionStartLifeTime.w;\n if (normalizedAge < 1.0) {\n vec3 startVelocity = a_DirectionTime.xyz * a_StartSpeed;\n vec3 gravityVelocity = renderer_Gravity * a_Random0.x * age;\n\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n\n vec3 localVelocity = startVelocity;\n vec3 worldVelocity = gravityVelocity;\n\n //drag\n vec3 dragData = a_DirectionTime.xyz * mix(u_DragConstant.x, u_DragConstant.y, a_Random0.x);\n vec3 center = computeParticlePosition(startVelocity, age, normalizedAge, gravityVelocity, worldRotation, dragData, localVelocity, worldVelocity);\n\n #include <sphere_billboard>\n #include <stretched_billboard>\n #include <horizontal_billboard>\n #include <vertical_billboard>\n #include <particle_mesh>\n\n gl_Position = camera_ProjMat * camera_ViewMat * vec4(center, 1.0);\n v_Color = computeParticleColor(a_StartColor, normalizedAge);\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec2 simulateUV;\n #if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n simulateUV = a_CornerTextureCoordinate.zw * a_SimulationUV.xy + a_SimulationUV.zw;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #ifdef RENDERER_MODE_MESH\n simulateUV = a_SimulationUV.zw + TEXCOORD_0 * a_SimulationUV.xy;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #endif\n } else {\n\t gl_Position = vec4(2.0, 2.0, 2.0, 1.0); // Discard use out of X(-1,1),Y(-1,1),Z(0,1)\n }\n}"; // eslint-disable-line
26403
+ var particleVs = "#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n attribute vec4 a_CornerTextureCoordinate;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n attribute vec3 POSITION;\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n attribute vec4 COLOR_0;\n #endif\n attribute vec2 TEXCOORD_0;\n varying vec4 v_MeshColor;\n#endif\n\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec4 a_StartColor;\nattribute vec3 a_StartSize;\nattribute vec3 a_StartRotation0;\nattribute float a_StartSpeed;\n\n//#if defined(COLOR_OVER_LIFETIME) || defined(RENDERER_COL_RANDOM_GRADIENTS) || defined(RENDERER_SOL_RANDOM_CURVES) || defined(RENDERER_SOL_RANDOM_CURVES_SEPARATE) || defined(ROTATION_OVER_LIFE_TIME_RANDOM_CONSTANTS) || defined(ROTATION_OVER_LIFETIME_RANDOM_CURVES)\n attribute vec4 a_Random0;\n//#endif\n\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_IS_RANDOM_TWO)\n attribute vec4 a_Random1; // x:texture sheet animation random\n#endif\n\n#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE) || defined(RENDERER_LVL_MODULE_ENABLED)\n attribute vec4 a_Random2;\n#endif\n\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\n\n#ifdef RENDERER_TRANSFORM_FEEDBACK\n attribute vec3 a_FeedbackPosition;\n attribute vec3 a_FeedbackVelocity;\n#endif\n\nvarying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\n attribute vec4 a_SimulationUV;\n varying vec2 v_TextureCoordinate;\n#endif\n\nuniform float renderer_CurrentTime;\nuniform vec3 renderer_Gravity;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform bool renderer_ThreeDStartRotation;\nuniform int renderer_ScalingMode;\nuniform vec3 renderer_PositionScale;\nuniform vec3 renderer_SizeScale;\nuniform vec3 renderer_PivotOffset;\n\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\n\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n uniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward; // TODO:只有几种广告牌模式需要用\nuniform vec3 camera_Up;\n\nuniform float renderer_StretchedBillboardLengthScale;\nuniform float renderer_StretchedBillboardSpeedScale;\nuniform int renderer_SimulationSpace;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\n\nvec3 computeParticlePosition(in vec3 startVelocity, in float age, in float normalizedAge, vec3 gravityVelocity, vec4 worldRotation, inout vec3 localVelocity, inout vec3 worldVelocity) {\n vec3 startPosition = startVelocity * age;\n\n vec3 finalPosition;\n vec3 localPositionOffset = startPosition;\n vec3 worldPositionOffset;\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 lifeVelocity; \n vec3 velocityPositionOffset = computeVelocityPositionOffset(normalizedAge, age, lifeVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += lifeVelocity;\n localPositionOffset += velocityPositionOffset;\n } else {\n worldVelocity += lifeVelocity;\n worldPositionOffset += velocityPositionOffset;\n }\n #endif\n\n #ifdef _FOL_MODULE_ENABLED\n vec3 forceVelocity;\n vec3 forcePositionOffset = computeForcePositionOffset(normalizedAge, age, forceVelocity);\n if (renderer_FOLSpace == 0) {\n localVelocity += forceVelocity;\n localPositionOffset += forcePositionOffset;\n } else {\n worldVelocity += forceVelocity;\n worldPositionOffset += forcePositionOffset;\n }\n #endif\n\n finalPosition = rotationByQuaternions(a_ShapePositionStartLifeTime.xyz + localPositionOffset, worldRotation) + worldPositionOffset;\n\n if (renderer_SimulationSpace == 0) {\n finalPosition = finalPosition + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n\t finalPosition = finalPosition + a_SimulationWorldPosition;\n\t}\n\n finalPosition += 0.5 * gravityVelocity * age;\n\n return finalPosition;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float normalizedAge = age / a_ShapePositionStartLifeTime.w;\n // normalizedAge >= 0.0: skip stale TF slots whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 0.0 && normalizedAge < 1.0) {\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n\n vec3 localVelocity;\n vec3 worldVelocity;\n\n #ifdef RENDERER_TRANSFORM_FEEDBACK\n // Transform Feedback mode: position in simulation space (local or world).\n // Local: transform to world; World: use directly.\n vec3 center;\n if (renderer_SimulationSpace == 0) {\n center = rotationByQuaternions(a_FeedbackPosition, worldRotation) + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n center = a_FeedbackPosition;\n }\n localVelocity = a_FeedbackVelocity;\n worldVelocity = vec3(0.0);\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 instantVOLVelocity;\n computeVelocityPositionOffset(normalizedAge, age, instantVOLVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += instantVOLVelocity;\n } else {\n worldVelocity += instantVOLVelocity;\n }\n #endif\n #else\n // Original analytical path\n vec3 startVelocity = a_DirectionTime.xyz * a_StartSpeed;\n vec3 gravityVelocity = renderer_Gravity * a_Random0.x * age;\n localVelocity = startVelocity;\n worldVelocity = gravityVelocity;\n vec3 center = computeParticlePosition(startVelocity, age, normalizedAge, gravityVelocity, worldRotation, localVelocity, worldVelocity);\n #endif\n\n #include <sphere_billboard>\n #include <stretched_billboard>\n #include <horizontal_billboard>\n #include <vertical_billboard>\n #include <particle_mesh>\n\n gl_Position = camera_ProjMat * camera_ViewMat * vec4(center, 1.0);\n v_Color = computeParticleColor(a_StartColor, normalizedAge);\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec2 simulateUV;\n #if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n simulateUV = a_CornerTextureCoordinate.zw * a_SimulationUV.xy + a_SimulationUV.zw;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #ifdef RENDERER_MODE_MESH\n simulateUV = a_SimulationUV.zw + TEXCOORD_0 * a_SimulationUV.xy;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #endif\n } else {\n\t gl_Position = vec4(2.0, 2.0, 2.0, 1.0); // Discard use out of X(-1,1),Y(-1,1),Z(0,1)\n }\n}"; // eslint-disable-line
26328
26404
 
26329
26405
  var pbrSpecularFs = "#include <common>\n#include <camera_declare>\n\n#include <FogFragmentDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n}\n"; // eslint-disable-line
26330
26406
 
@@ -26360,12 +26436,46 @@ var unlitFs = "#include <common>\n#include <uv_share>\n#include <FogFragmentDecl
26360
26436
 
26361
26437
  var unlitVs = "#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <FogVertexDeclaration>\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <uv_vert>\n #include <position_vert>\n\n #include <FogVertex>\n}\n"; // eslint-disable-line
26362
26438
 
26439
+ /**
26440
+ * @internal
26441
+ * Shared shader definition for Transform Feedback simulation.
26442
+ * Multiple simulators using the same shader share a single program pool per engine.
26443
+ */ var TransformFeedbackShader = /*#__PURE__*/ function() {
26444
+ function TransformFeedbackShader(vertexSource, fragmentSource, feedbackVaryings) {
26445
+ this._id = ShaderPass._shaderPassCounter++;
26446
+ this.vertexSource = vertexSource;
26447
+ this.fragmentSource = fragmentSource;
26448
+ this.feedbackVaryings = feedbackVaryings;
26449
+ }
26450
+ var _proto = TransformFeedbackShader.prototype;
26451
+ /**
26452
+ * Get or compile a shader program for the given engine and macro combination.
26453
+ */ _proto.getProgram = function getProgram(engine, macroCollection) {
26454
+ var pool = engine._getShaderProgramPool(this._id);
26455
+ var program = pool.get(macroCollection);
26456
+ if (program) return program;
26457
+ var _ShaderFactory_compilePlatformSource = ShaderFactory.compilePlatformSource(engine, macroCollection, this.vertexSource, this.fragmentSource), vertexSource = _ShaderFactory_compilePlatformSource.vertexSource, fragmentSource = _ShaderFactory_compilePlatformSource.fragmentSource;
26458
+ program = new ShaderProgram(engine, vertexSource, fragmentSource, this.feedbackVaryings);
26459
+ if (!program.isValid) {
26460
+ Logger.error("TransformFeedbackShader: Failed to compile shader program.");
26461
+ return null;
26462
+ }
26463
+ pool.cache(program);
26464
+ return program;
26465
+ };
26466
+ return TransformFeedbackShader;
26467
+ }();
26468
+
26363
26469
  /**
26364
26470
  * Internal shader pool.
26365
26471
  * @internal
26366
26472
  */ var ShaderPool = /*#__PURE__*/ function() {
26367
26473
  function ShaderPool() {}
26368
26474
  ShaderPool.init = function init() {
26475
+ ShaderPool.particleFeedbackShader = new TransformFeedbackShader("#include <particle_feedback_simulation>", "void main() { discard; }", [
26476
+ "v_FeedbackPosition",
26477
+ "v_FeedbackVelocity"
26478
+ ]);
26369
26479
  var shadowCasterPass = new ShaderPass("ShadowCaster", shadowMapVs, shadowMapFs, {
26370
26480
  pipelineStage: PipelineStage.ShadowCaster
26371
26481
  });
@@ -26858,8 +26968,7 @@ ShaderPool.init();
26858
26968
  };
26859
26969
  /**
26860
26970
  * @internal
26861
- */ _proto._getShaderProgramPool = function _getShaderProgramPool(shaderPass) {
26862
- var index = shaderPass._shaderPassId;
26971
+ */ _proto._getShaderProgramPool = function _getShaderProgramPool(index, trackPools) {
26863
26972
  var shaderProgramPools = this._shaderProgramPools;
26864
26973
  var pool = shaderProgramPools[index];
26865
26974
  if (!pool) {
@@ -26868,7 +26977,7 @@ ShaderPool.init();
26868
26977
  shaderProgramPools.length = length;
26869
26978
  }
26870
26979
  shaderProgramPools[index] = pool = new ShaderProgramPool(this);
26871
- shaderPass._shaderProgramPools.push(pool);
26980
+ trackPools == null ? void 0 : trackPools.push(pool);
26872
26981
  }
26873
26982
  return pool;
26874
26983
  };
@@ -33259,6 +33368,10 @@ var ParticleStopMode = /*#__PURE__*/ function(ParticleStopMode) {
33259
33368
  shaderData.setFloat(ParticleRenderer._currentTime, this.generator._playTime);
33260
33369
  shaderData.setVector3(ParticleRenderer._pivotOffsetProperty, this.pivot);
33261
33370
  this.generator._updateShaderData(shaderData);
33371
+ // Run Transform Feedback simulation after shader data is up to date
33372
+ if (generator._useTransformFeedback) {
33373
+ generator._updateFeedback(shaderData, this.engine.time.deltaTime * generator.main.simulationSpeed);
33374
+ }
33262
33375
  };
33263
33376
  _proto._render = function _render(context) {
33264
33377
  var generator = this.generator;
@@ -33267,7 +33380,9 @@ var ParticleStopMode = /*#__PURE__*/ function(ParticleStopMode) {
33267
33380
  if (!aliveParticleCount) {
33268
33381
  return;
33269
33382
  }
33270
- generator._primitive.instanceCount = aliveParticleCount;
33383
+ // Transform Feedback: render all slots (instance buffer not compacted, dead particles discarded in shader)
33384
+ // Non-Transform Feedback: render only alive particles (instance buffer compacted)
33385
+ generator._primitive.instanceCount = generator._useTransformFeedback ? generator._firstActiveElement <= generator._firstFreeElement ? generator._firstFreeElement : generator._currentParticleCount : aliveParticleCount;
33271
33386
  var material = this.getMaterial();
33272
33387
  if (!material || this._renderMode === ParticleRenderMode.Mesh && !this._mesh) {
33273
33388
  return;
@@ -33423,6 +33538,331 @@ __decorate([
33423
33538
  return ParticleUpdateFlags;
33424
33539
  }({});
33425
33540
 
33541
+ /**
33542
+ * Transform Feedback object for GPU-based data capture.
33543
+ * @internal
33544
+ */ var TransformFeedback = /*#__PURE__*/ function(GraphicsResource) {
33545
+ _inherits(TransformFeedback, GraphicsResource);
33546
+ function TransformFeedback(engine) {
33547
+ var _this;
33548
+ _this = GraphicsResource.call(this, engine) || this;
33549
+ _this._platformTransformFeedback = engine._hardwareRenderer.createPlatformTransformFeedback();
33550
+ return _this;
33551
+ }
33552
+ var _proto = TransformFeedback.prototype;
33553
+ /**
33554
+ * Bind this Transform Feedback object as active.
33555
+ */ _proto.bind = function bind() {
33556
+ this._platformTransformFeedback.bind();
33557
+ };
33558
+ /**
33559
+ * Bind a buffer range as output at the given index.
33560
+ * @param index - Output binding point index (corresponds to varying index in shader)
33561
+ * @param buffer - Output buffer to capture data into
33562
+ * @param byteOffset - Starting byte offset in the buffer
33563
+ * @param byteSize - Size in bytes of the capture range
33564
+ */ _proto.bindBufferRange = function bindBufferRange(index, buffer, byteOffset, byteSize) {
33565
+ this._platformTransformFeedback.bindBufferRange(index, buffer._platformBuffer, byteOffset, byteSize);
33566
+ };
33567
+ /**
33568
+ * Begin a Transform Feedback pass.
33569
+ * @param primitiveMode - Primitive topology mode
33570
+ */ _proto.begin = function begin(primitiveMode) {
33571
+ this._platformTransformFeedback.begin(primitiveMode);
33572
+ };
33573
+ /**
33574
+ * End the current Transform Feedback pass.
33575
+ */ _proto.end = function end() {
33576
+ this._platformTransformFeedback.end();
33577
+ };
33578
+ /**
33579
+ * Unbind the output buffer at the given index from the Transform Feedback target.
33580
+ * @param index - Output binding point index
33581
+ */ _proto.unbindBuffer = function unbindBuffer(index) {
33582
+ this._platformTransformFeedback.unbindBuffer(index);
33583
+ };
33584
+ /**
33585
+ * Unbind this Transform Feedback object.
33586
+ */ _proto.unbind = function unbind() {
33587
+ this._platformTransformFeedback.unbind();
33588
+ };
33589
+ _proto._rebuild = function _rebuild() {
33590
+ this._platformTransformFeedback = this._engine._hardwareRenderer.createPlatformTransformFeedback();
33591
+ };
33592
+ _proto._onDestroy = function _onDestroy() {
33593
+ GraphicsResource.prototype._onDestroy.call(this);
33594
+ this._platformTransformFeedback.destroy();
33595
+ };
33596
+ return TransformFeedback;
33597
+ }(GraphicsResource);
33598
+
33599
+ /**
33600
+ * @internal
33601
+ * Primitive for Transform Feedback simulation with read/write buffer swapping.
33602
+ */ var TransformFeedbackPrimitive = /*#__PURE__*/ function(GraphicsResource) {
33603
+ _inherits(TransformFeedbackPrimitive, GraphicsResource);
33604
+ function TransformFeedbackPrimitive(engine, byteStride) {
33605
+ var _this;
33606
+ _this = GraphicsResource.call(this, engine) || this, _this._readIsA = true;
33607
+ _this._byteStride = byteStride;
33608
+ _this._transformFeedback = new TransformFeedback(engine);
33609
+ _this._transformFeedback.isGCIgnored = true;
33610
+ _this._platformPrimitive = engine._hardwareRenderer.createPlatformTransformFeedbackPrimitive();
33611
+ _this.isGCIgnored = true;
33612
+ return _this;
33613
+ }
33614
+ var _proto = TransformFeedbackPrimitive.prototype;
33615
+ /**
33616
+ * Resize read and write buffers.
33617
+ * @param vertexCount - Number of vertices to allocate
33618
+ */ _proto.resize = function resize(vertexCount) {
33619
+ var byteLength = this._byteStride * vertexCount;
33620
+ var bufferA = new Buffer(this._engine, BufferBindFlag.VertexBuffer, byteLength, BufferUsage.Dynamic, false);
33621
+ bufferA.isGCIgnored = true;
33622
+ var bufferB = new Buffer(this._engine, BufferBindFlag.VertexBuffer, byteLength, BufferUsage.Dynamic, false);
33623
+ bufferB.isGCIgnored = true;
33624
+ this._bindingA = new VertexBufferBinding(bufferA, this._byteStride);
33625
+ this._bindingB = new VertexBufferBinding(bufferB, this._byteStride);
33626
+ this._readIsA = true;
33627
+ this._platformPrimitive.invalidate();
33628
+ };
33629
+ /**
33630
+ * Update vertex layout, only rebuilds when program changes.
33631
+ * @param program - Shader program for attribute locations
33632
+ * @param feedbackElements - Vertex elements describing the read/write buffer
33633
+ * @param inputBinding - Additional input buffer binding
33634
+ * @param inputElements - Vertex elements describing the input buffer
33635
+ */ _proto.updateVertexLayout = function updateVertexLayout(program, feedbackElements, inputBinding, inputElements) {
33636
+ this._platformPrimitive.updateVertexLayout(program, this._bindingA, this._bindingB, feedbackElements, inputBinding, inputElements);
33637
+ };
33638
+ /**
33639
+ * Bind state before issuing draw calls.
33640
+ */ _proto.beginDraw = function beginDraw() {
33641
+ this._engine._hardwareRenderer.enableRasterizerDiscard();
33642
+ this._transformFeedback.bind();
33643
+ this._platformPrimitive.bind(this._readIsA);
33644
+ };
33645
+ /**
33646
+ * Issue a draw call for a vertex range, capturing output to the write buffer.
33647
+ * @param mode - Primitive topology
33648
+ * @param first - First vertex index
33649
+ * @param count - Number of vertices
33650
+ */ _proto.draw = function draw(mode, first, count) {
33651
+ var transformFeedback = this._transformFeedback;
33652
+ transformFeedback.bindBufferRange(0, this.writeBinding.buffer, first * this._byteStride, count * this._byteStride);
33653
+ transformFeedback.begin(mode);
33654
+ this._platformPrimitive.draw(mode, first, count);
33655
+ transformFeedback.end();
33656
+ };
33657
+ /**
33658
+ * Unbind state after draw calls.
33659
+ */ _proto.endDraw = function endDraw() {
33660
+ this._platformPrimitive.unbind();
33661
+ this._transformFeedback.unbindBuffer(0);
33662
+ this._transformFeedback.unbind();
33663
+ this._engine._hardwareRenderer.disableRasterizerDiscard();
33664
+ this._engine._hardwareRenderer.invalidateShaderProgramState();
33665
+ };
33666
+ /**
33667
+ * Swap read and write buffers.
33668
+ */ _proto.swap = function swap() {
33669
+ this._readIsA = !this._readIsA;
33670
+ };
33671
+ _proto._rebuild = function _rebuild() {
33672
+ this._platformPrimitive = this._engine._hardwareRenderer.createPlatformTransformFeedbackPrimitive();
33673
+ };
33674
+ _proto._onDestroy = function _onDestroy() {
33675
+ var _this__platformPrimitive, _this__bindingA, _this__bindingB, _this__transformFeedback;
33676
+ GraphicsResource.prototype._onDestroy.call(this);
33677
+ (_this__platformPrimitive = this._platformPrimitive) == null ? void 0 : _this__platformPrimitive.destroy();
33678
+ (_this__bindingA = this._bindingA) == null ? void 0 : _this__bindingA.buffer.destroy();
33679
+ (_this__bindingB = this._bindingB) == null ? void 0 : _this__bindingB.buffer.destroy();
33680
+ (_this__transformFeedback = this._transformFeedback) == null ? void 0 : _this__transformFeedback.destroy();
33681
+ };
33682
+ _create_class(TransformFeedbackPrimitive, [
33683
+ {
33684
+ key: "readBinding",
33685
+ get: /**
33686
+ * The current read buffer binding.
33687
+ */ function get() {
33688
+ return this._readIsA ? this._bindingA : this._bindingB;
33689
+ }
33690
+ },
33691
+ {
33692
+ key: "writeBinding",
33693
+ get: /**
33694
+ * The current write buffer binding.
33695
+ */ function get() {
33696
+ return this._readIsA ? this._bindingB : this._bindingA;
33697
+ }
33698
+ }
33699
+ ]);
33700
+ return TransformFeedbackPrimitive;
33701
+ }(GraphicsResource);
33702
+
33703
+ /**
33704
+ * @internal
33705
+ * General-purpose Transform Feedback simulator.
33706
+ * Manages per-frame simulation with shared shader program caching.
33707
+ */ var TransformFeedbackSimulator = /*#__PURE__*/ function() {
33708
+ function TransformFeedbackSimulator(engine, byteStride, shader) {
33709
+ this._engine = engine;
33710
+ this._primitive = new TransformFeedbackPrimitive(engine, byteStride);
33711
+ this._shader = shader;
33712
+ }
33713
+ var _proto = TransformFeedbackSimulator.prototype;
33714
+ /**
33715
+ * Resize feedback buffers.
33716
+ * @param vertexCount - Number of vertices to allocate
33717
+ */ _proto.resize = function resize(vertexCount) {
33718
+ this._primitive.resize(vertexCount);
33719
+ };
33720
+ /**
33721
+ * Begin a simulation step: get/compile program, bind, upload uniforms, update layout.
33722
+ * @param shaderData - Shader data with current macros and uniforms
33723
+ * @param feedbackElements - Vertex elements for the feedback buffer
33724
+ * @param inputBinding - Input buffer binding
33725
+ * @param inputElements - Vertex elements for the input buffer
33726
+ */ _proto.beginUpdate = function beginUpdate(shaderData, feedbackElements, inputBinding, inputElements) {
33727
+ var program = this._shader.getProgram(this._engine, shaderData._macroCollection);
33728
+ if (!program) return false;
33729
+ program.bind();
33730
+ program.uploadUniforms(program.rendererUniformBlock, shaderData);
33731
+ program.uploadUniforms(program.otherUniformBlock, shaderData);
33732
+ this._primitive.updateVertexLayout(program, feedbackElements, inputBinding, inputElements);
33733
+ this._primitive.beginDraw();
33734
+ return true;
33735
+ };
33736
+ /**
33737
+ * Issue a draw call for a vertex range.
33738
+ * @param mode - Primitive topology
33739
+ * @param first - First vertex index
33740
+ * @param count - Number of vertices
33741
+ */ _proto.draw = function draw(mode, first, count) {
33742
+ this._primitive.draw(mode, first, count);
33743
+ };
33744
+ /**
33745
+ * End the simulation step: unbind state and swap buffers.
33746
+ */ _proto.endUpdate = function endUpdate() {
33747
+ this._primitive.endDraw();
33748
+ this._primitive.swap();
33749
+ };
33750
+ _proto.destroy = function destroy() {
33751
+ var _this__primitive;
33752
+ (_this__primitive = this._primitive) == null ? void 0 : _this__primitive.destroy();
33753
+ };
33754
+ _create_class(TransformFeedbackSimulator, [
33755
+ {
33756
+ key: "readBinding",
33757
+ get: /**
33758
+ * The current read buffer binding.
33759
+ */ function get() {
33760
+ return this._primitive.readBinding;
33761
+ }
33762
+ },
33763
+ {
33764
+ key: "writeBinding",
33765
+ get: /**
33766
+ * The current write buffer binding.
33767
+ */ function get() {
33768
+ return this._primitive.writeBinding;
33769
+ }
33770
+ }
33771
+ ]);
33772
+ return TransformFeedbackSimulator;
33773
+ }();
33774
+
33775
+ /**
33776
+ * @internal
33777
+ * Particle-specific Transform Feedback simulation.
33778
+ */ var ParticleTransformFeedbackSimulator = /*#__PURE__*/ function() {
33779
+ function ParticleTransformFeedbackSimulator(engine) {
33780
+ this._particleInitData = new Float32Array(6);
33781
+ this._simulator = new TransformFeedbackSimulator(engine, ParticleBufferUtils.feedbackVertexStride, ShaderPool.particleFeedbackShader);
33782
+ }
33783
+ var _proto = ParticleTransformFeedbackSimulator.prototype;
33784
+ /**
33785
+ * Resize feedback buffers.
33786
+ * Saves pre-resize buffers internally for subsequent `copyOldBufferData` / `destroyOldBuffers` calls.
33787
+ * @param particleCount - Number of particles to allocate
33788
+ * @param instanceBinding - New instance vertex buffer binding
33789
+ */ _proto.resize = function resize(particleCount, instanceBinding) {
33790
+ var _this__simulator_readBinding, _this__simulator_writeBinding;
33791
+ this._oldReadBuffer = (_this__simulator_readBinding = this._simulator.readBinding) == null ? void 0 : _this__simulator_readBinding.buffer;
33792
+ this._oldWriteBuffer = (_this__simulator_writeBinding = this._simulator.writeBinding) == null ? void 0 : _this__simulator_writeBinding.buffer;
33793
+ this._simulator.resize(particleCount);
33794
+ this._instanceBinding = instanceBinding;
33795
+ };
33796
+ /**
33797
+ * Write initial position and velocity for a newly emitted particle.
33798
+ */ _proto.writeParticleData = function writeParticleData(index, position, vx, vy, vz) {
33799
+ var data = this._particleInitData;
33800
+ data[0] = position.x;
33801
+ data[1] = position.y;
33802
+ data[2] = position.z;
33803
+ data[3] = vx;
33804
+ data[4] = vy;
33805
+ data[5] = vz;
33806
+ var simulator = this._simulator;
33807
+ var byteOffset = index * ParticleBufferUtils.feedbackVertexStride;
33808
+ simulator.readBinding.buffer.setData(data, byteOffset);
33809
+ simulator.writeBinding.buffer.setData(data, byteOffset);
33810
+ };
33811
+ /**
33812
+ * Copy data from pre-resize buffers to current buffers.
33813
+ * Must be called after `resize` which saves the old buffers.
33814
+ */ _proto.copyOldBufferData = function copyOldBufferData(srcByteOffset, dstByteOffset, byteLength) {
33815
+ this._simulator.readBinding.buffer.copyFromBuffer(this._oldReadBuffer, srcByteOffset, dstByteOffset, byteLength);
33816
+ this._simulator.writeBinding.buffer.copyFromBuffer(this._oldWriteBuffer, srcByteOffset, dstByteOffset, byteLength);
33817
+ };
33818
+ /**
33819
+ * Destroy pre-resize buffers saved during `resize`.
33820
+ */ _proto.destroyOldBuffers = function destroyOldBuffers() {
33821
+ var _this__oldReadBuffer, _this__oldWriteBuffer;
33822
+ (_this__oldReadBuffer = this._oldReadBuffer) == null ? void 0 : _this__oldReadBuffer.destroy();
33823
+ (_this__oldWriteBuffer = this._oldWriteBuffer) == null ? void 0 : _this__oldWriteBuffer.destroy();
33824
+ this._oldReadBuffer = null;
33825
+ this._oldWriteBuffer = null;
33826
+ };
33827
+ /**
33828
+ * Run one simulation step.
33829
+ * @param shaderData - Shader data with current macros and uniforms
33830
+ * @param particleCount - Total particle slot count
33831
+ * @param firstActive - First active particle index in ring buffer
33832
+ * @param firstFree - First free particle index in ring buffer
33833
+ * @param deltaTime - Frame delta time
33834
+ */ _proto.update = function update(shaderData, particleCount, firstActive, firstFree, deltaTime) {
33835
+ if (firstActive === firstFree) return;
33836
+ shaderData.setFloat(ParticleTransformFeedbackSimulator._deltaTimeProperty, deltaTime);
33837
+ if (!this._simulator.beginUpdate(shaderData, ParticleBufferUtils.feedbackVertexElements, this._instanceBinding, ParticleBufferUtils.feedbackInstanceElements)) return;
33838
+ if (firstActive < firstFree) {
33839
+ this._simulator.draw(MeshTopology.Points, firstActive, firstFree - firstActive);
33840
+ } else {
33841
+ this._simulator.draw(MeshTopology.Points, firstActive, particleCount - firstActive);
33842
+ if (firstFree > 0) {
33843
+ this._simulator.draw(MeshTopology.Points, 0, firstFree);
33844
+ }
33845
+ }
33846
+ this._simulator.endUpdate();
33847
+ };
33848
+ _proto.destroy = function destroy() {
33849
+ var _this__simulator;
33850
+ (_this__simulator = this._simulator) == null ? void 0 : _this__simulator.destroy();
33851
+ };
33852
+ _create_class(ParticleTransformFeedbackSimulator, [
33853
+ {
33854
+ key: "readBinding",
33855
+ get: /**
33856
+ * The current read buffer binding for the render pass.
33857
+ */ function get() {
33858
+ return this._simulator.readBinding;
33859
+ }
33860
+ }
33861
+ ]);
33862
+ return ParticleTransformFeedbackSimulator;
33863
+ }();
33864
+ ParticleTransformFeedbackSimulator._deltaTimeProperty = ShaderProperty.getByName("renderer_DeltaTime");
33865
+
33426
33866
  /**
33427
33867
  * Particle curve mode.
33428
33868
  */ var ParticleCurveMode = /*#__PURE__*/ function(ParticleCurveMode) {
@@ -33462,6 +33902,7 @@ __decorate([
33462
33902
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["Shape"] = 2941263940] = "Shape";
33463
33903
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["GravityModifier"] = 2759560269] = "GravityModifier";
33464
33904
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["ForceOverLifetime"] = 3875246972] = "ForceOverLifetime";
33905
+ ParticleRandomSubSeeds[ParticleRandomSubSeeds["LimitVelocityOverLifetime"] = 3047300990] = "LimitVelocityOverLifetime";
33465
33906
  return ParticleRandomSubSeeds;
33466
33907
  }({});
33467
33908
 
@@ -34519,6 +34960,415 @@ __decorate([
34519
34960
  deepClone
34520
34961
  ], ForceOverLifetimeModule.prototype, "_forceZ", void 0);
34521
34962
 
34963
+ /**
34964
+ * Limit velocity over lifetime module.
34965
+ */ var LimitVelocityOverLifetimeModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
34966
+ _inherits(LimitVelocityOverLifetimeModule, ParticleGeneratorModule);
34967
+ function LimitVelocityOverLifetimeModule(generator) {
34968
+ var _this;
34969
+ _this = ParticleGeneratorModule.call(this, generator) || this, /** @internal */ _this._speedRand = new Rand(0, ParticleRandomSubSeeds.LimitVelocityOverLifetime), _this._speedMinConstantVec = new Vector3(), _this._speedMaxConstantVec = new Vector3(), _this._dragConstantVec = new Vector2(), _this._separateAxes = false, _this._dampen = 0, _this._multiplyDragByParticleSize = false, _this._multiplyDragByParticleVelocity = false, _this._space = ParticleSimulationSpace.Local;
34970
+ _this.speedX = new ParticleCompositeCurve(1);
34971
+ _this.speedY = new ParticleCompositeCurve(1);
34972
+ _this.speedZ = new ParticleCompositeCurve(1);
34973
+ _this.drag = new ParticleCompositeCurve(0);
34974
+ return _this;
34975
+ }
34976
+ var _proto = LimitVelocityOverLifetimeModule.prototype;
34977
+ /**
34978
+ * @internal
34979
+ */ _proto._isDragRandomMode = function _isDragRandomMode() {
34980
+ return this._drag.mode === ParticleCurveMode.TwoConstants || this._drag.mode === ParticleCurveMode.TwoCurves;
34981
+ };
34982
+ /**
34983
+ * @internal
34984
+ */ _proto._isSpeedRandomMode = function _isSpeedRandomMode() {
34985
+ if (this._separateAxes) {
34986
+ return (this._speedX.mode === ParticleCurveMode.TwoConstants || this._speedX.mode === ParticleCurveMode.TwoCurves) && (this._speedY.mode === ParticleCurveMode.TwoConstants || this._speedY.mode === ParticleCurveMode.TwoCurves) && (this._speedZ.mode === ParticleCurveMode.TwoConstants || this._speedZ.mode === ParticleCurveMode.TwoCurves);
34987
+ }
34988
+ return this._speedX.mode === ParticleCurveMode.TwoConstants || this._speedX.mode === ParticleCurveMode.TwoCurves;
34989
+ };
34990
+ /**
34991
+ * @internal
34992
+ */ _proto._updateShaderData = function _updateShaderData(shaderData) {
34993
+ var enabledModuleMacro = null;
34994
+ var separateAxesMacro = null;
34995
+ var speedModeMacro = null;
34996
+ var speedRandomMacro = null;
34997
+ var dragCurveMacro = null;
34998
+ var dragRandomMacro = null;
34999
+ var dragSizeMacro = null;
35000
+ var dragVelocityMacro = null;
35001
+ if (this.enabled) {
35002
+ enabledModuleMacro = LimitVelocityOverLifetimeModule._enabledMacro;
35003
+ // Dampen
35004
+ shaderData.setFloat(LimitVelocityOverLifetimeModule._dampenProperty, this._dampen);
35005
+ // Space
35006
+ shaderData.setInt(LimitVelocityOverLifetimeModule._spaceProperty, this._space);
35007
+ // Limit speed
35008
+ if (this._separateAxes) {
35009
+ separateAxesMacro = LimitVelocityOverLifetimeModule._separateAxesMacro;
35010
+ var result = this._uploadSeparateAxisSpeeds(shaderData);
35011
+ speedModeMacro = result.modeMacro;
35012
+ speedRandomMacro = result.randomMacro;
35013
+ } else {
35014
+ var result1 = this._uploadScalarSpeed(shaderData);
35015
+ speedModeMacro = result1.modeMacro;
35016
+ speedRandomMacro = result1.randomMacro;
35017
+ }
35018
+ // Drag
35019
+ var dragResult = this._uploadDrag(shaderData);
35020
+ dragCurveMacro = dragResult.curveMacro;
35021
+ dragRandomMacro = dragResult.randomMacro;
35022
+ // Drag modifiers
35023
+ if (this._multiplyDragByParticleSize) {
35024
+ dragSizeMacro = LimitVelocityOverLifetimeModule._multiplyDragBySizeMacro;
35025
+ }
35026
+ if (this._multiplyDragByParticleVelocity) {
35027
+ dragVelocityMacro = LimitVelocityOverLifetimeModule._multiplyDragByVelocityMacro;
35028
+ }
35029
+ }
35030
+ this._enabledModuleMacro = this._enableMacro(shaderData, this._enabledModuleMacro, enabledModuleMacro);
35031
+ this._separateAxesCachedMacro = this._enableMacro(shaderData, this._separateAxesCachedMacro, separateAxesMacro);
35032
+ this._speedModeMacro = this._enableMacro(shaderData, this._speedModeMacro, speedModeMacro);
35033
+ this._speedRandomMacro = this._enableMacro(shaderData, this._speedRandomMacro, speedRandomMacro);
35034
+ this._dragCurveCachedMacro = this._enableMacro(shaderData, this._dragCurveCachedMacro, dragCurveMacro);
35035
+ this._dragRandomCachedMacro = this._enableMacro(shaderData, this._dragRandomCachedMacro, dragRandomMacro);
35036
+ this._dragSizeMacro = this._enableMacro(shaderData, this._dragSizeMacro, dragSizeMacro);
35037
+ this._dragVelocityMacro = this._enableMacro(shaderData, this._dragVelocityMacro, dragVelocityMacro);
35038
+ };
35039
+ /**
35040
+ * @internal
35041
+ */ _proto._resetRandomSeed = function _resetRandomSeed(seed) {
35042
+ this._speedRand.reset(seed, ParticleRandomSubSeeds.LimitVelocityOverLifetime);
35043
+ };
35044
+ _proto._uploadScalarSpeed = function _uploadScalarSpeed(shaderData) {
35045
+ var speedX = this._speedX;
35046
+ var modeMacro = null;
35047
+ var randomMacro = null;
35048
+ var isRandomCurveMode = speedX.mode === ParticleCurveMode.TwoCurves;
35049
+ if (isRandomCurveMode || speedX.mode === ParticleCurveMode.Curve) {
35050
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedMaxCurveProperty, speedX.curveMax._getTypeArray());
35051
+ modeMacro = LimitVelocityOverLifetimeModule._speedCurveModeMacro;
35052
+ if (isRandomCurveMode) {
35053
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedMinCurveProperty, speedX.curveMin._getTypeArray());
35054
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35055
+ }
35056
+ } else {
35057
+ shaderData.setFloat(LimitVelocityOverLifetimeModule._speedMaxConstProperty, speedX.constantMax);
35058
+ modeMacro = LimitVelocityOverLifetimeModule._speedConstantModeMacro;
35059
+ if (speedX.mode === ParticleCurveMode.TwoConstants) {
35060
+ shaderData.setFloat(LimitVelocityOverLifetimeModule._speedMinConstProperty, speedX.constantMin);
35061
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35062
+ }
35063
+ }
35064
+ return {
35065
+ modeMacro: modeMacro,
35066
+ randomMacro: randomMacro
35067
+ };
35068
+ };
35069
+ _proto._uploadSeparateAxisSpeeds = function _uploadSeparateAxisSpeeds(shaderData) {
35070
+ var speedX = this._speedX;
35071
+ var speedY = this._speedY;
35072
+ var speedZ = this._speedZ;
35073
+ var modeMacro = null;
35074
+ var randomMacro = null;
35075
+ var isRandomCurveMode = speedX.mode === ParticleCurveMode.TwoCurves && speedY.mode === ParticleCurveMode.TwoCurves && speedZ.mode === ParticleCurveMode.TwoCurves;
35076
+ if (isRandomCurveMode || speedX.mode === ParticleCurveMode.Curve && speedY.mode === ParticleCurveMode.Curve && speedZ.mode === ParticleCurveMode.Curve) {
35077
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedXMaxCurveProperty, speedX.curveMax._getTypeArray());
35078
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedYMaxCurveProperty, speedY.curveMax._getTypeArray());
35079
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedZMaxCurveProperty, speedZ.curveMax._getTypeArray());
35080
+ modeMacro = LimitVelocityOverLifetimeModule._speedCurveModeMacro;
35081
+ if (isRandomCurveMode) {
35082
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedXMinCurveProperty, speedX.curveMin._getTypeArray());
35083
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedYMinCurveProperty, speedY.curveMin._getTypeArray());
35084
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedZMinCurveProperty, speedZ.curveMin._getTypeArray());
35085
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35086
+ }
35087
+ } else {
35088
+ var constantMax = this._speedMaxConstantVec;
35089
+ constantMax.set(speedX.constantMax, speedY.constantMax, speedZ.constantMax);
35090
+ shaderData.setVector3(LimitVelocityOverLifetimeModule._speedMaxConstVecProperty, constantMax);
35091
+ modeMacro = LimitVelocityOverLifetimeModule._speedConstantModeMacro;
35092
+ if (speedX.mode === ParticleCurveMode.TwoConstants && speedY.mode === ParticleCurveMode.TwoConstants && speedZ.mode === ParticleCurveMode.TwoConstants) {
35093
+ var constantMin = this._speedMinConstantVec;
35094
+ constantMin.set(speedX.constantMin, speedY.constantMin, speedZ.constantMin);
35095
+ shaderData.setVector3(LimitVelocityOverLifetimeModule._speedMinConstVecProperty, constantMin);
35096
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35097
+ }
35098
+ }
35099
+ return {
35100
+ modeMacro: modeMacro,
35101
+ randomMacro: randomMacro
35102
+ };
35103
+ };
35104
+ _proto._uploadDrag = function _uploadDrag(shaderData) {
35105
+ var drag = this._drag;
35106
+ var curveMacro = null;
35107
+ var randomMacro = null;
35108
+ var isRandomCurveMode = drag.mode === ParticleCurveMode.TwoCurves;
35109
+ if (isRandomCurveMode || drag.mode === ParticleCurveMode.Curve) {
35110
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._dragMaxCurveProperty, drag.curveMax._getTypeArray());
35111
+ curveMacro = LimitVelocityOverLifetimeModule._dragCurveModeMacro;
35112
+ if (isRandomCurveMode) {
35113
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._dragMinCurveProperty, drag.curveMin._getTypeArray());
35114
+ randomMacro = LimitVelocityOverLifetimeModule._dragIsRandomMacro;
35115
+ }
35116
+ } else {
35117
+ var dragVec = this._dragConstantVec;
35118
+ if (drag.mode === ParticleCurveMode.TwoConstants) {
35119
+ dragVec.set(drag.constantMin, drag.constantMax);
35120
+ } else {
35121
+ dragVec.set(drag.constantMax, drag.constantMax);
35122
+ }
35123
+ shaderData.setVector2(LimitVelocityOverLifetimeModule._dragConstantProperty, dragVec);
35124
+ }
35125
+ return {
35126
+ curveMacro: curveMacro,
35127
+ randomMacro: randomMacro
35128
+ };
35129
+ };
35130
+ _create_class(LimitVelocityOverLifetimeModule, [
35131
+ {
35132
+ key: "separateAxes",
35133
+ get: /**
35134
+ * Whether to limit velocity on each axis separately.
35135
+ */ function get() {
35136
+ return this._separateAxes;
35137
+ },
35138
+ set: function set(value) {
35139
+ if (value !== this._separateAxes) {
35140
+ this._separateAxes = value;
35141
+ this._generator._renderer._onGeneratorParamsChanged();
35142
+ }
35143
+ }
35144
+ },
35145
+ {
35146
+ key: "speed",
35147
+ get: /**
35148
+ * Speed limit when separateAxes is false.
35149
+ */ function get() {
35150
+ return this._speedX;
35151
+ },
35152
+ set: function set(value) {
35153
+ this.speedX = value;
35154
+ }
35155
+ },
35156
+ {
35157
+ key: "speedX",
35158
+ get: /**
35159
+ * Speed limit for the x-axis (or overall limit when separateAxes is false).
35160
+ */ function get() {
35161
+ return this._speedX;
35162
+ },
35163
+ set: function set(value) {
35164
+ var lastValue = this._speedX;
35165
+ if (value !== lastValue) {
35166
+ this._speedX = value;
35167
+ this._onCompositeCurveChange(lastValue, value);
35168
+ }
35169
+ }
35170
+ },
35171
+ {
35172
+ key: "speedY",
35173
+ get: /**
35174
+ * Speed limit for the y-axis.
35175
+ */ function get() {
35176
+ return this._speedY;
35177
+ },
35178
+ set: function set(value) {
35179
+ var lastValue = this._speedY;
35180
+ if (value !== lastValue) {
35181
+ this._speedY = value;
35182
+ this._onCompositeCurveChange(lastValue, value);
35183
+ }
35184
+ }
35185
+ },
35186
+ {
35187
+ key: "speedZ",
35188
+ get: /**
35189
+ * Speed limit for the z-axis.
35190
+ */ function get() {
35191
+ return this._speedZ;
35192
+ },
35193
+ set: function set(value) {
35194
+ var lastValue = this._speedZ;
35195
+ if (value !== lastValue) {
35196
+ this._speedZ = value;
35197
+ this._onCompositeCurveChange(lastValue, value);
35198
+ }
35199
+ }
35200
+ },
35201
+ {
35202
+ key: "dampen",
35203
+ get: /**
35204
+ * Controls how much the velocity is dampened when it exceeds the limit.
35205
+ * @remarks Value is clamped to [0, 1]. 0 means no damping, 1 means full damping.
35206
+ */ function get() {
35207
+ return this._dampen;
35208
+ },
35209
+ set: function set(value) {
35210
+ value = Math.max(0, Math.min(1, value));
35211
+ if (value !== this._dampen) {
35212
+ this._dampen = value;
35213
+ this._generator._renderer._onGeneratorParamsChanged();
35214
+ }
35215
+ }
35216
+ },
35217
+ {
35218
+ key: "drag",
35219
+ get: /**
35220
+ * Controls the amount of drag applied to particle velocities.
35221
+ */ function get() {
35222
+ return this._drag;
35223
+ },
35224
+ set: function set(value) {
35225
+ var lastValue = this._drag;
35226
+ if (value !== lastValue) {
35227
+ this._drag = value;
35228
+ this._onCompositeCurveChange(lastValue, value);
35229
+ }
35230
+ }
35231
+ },
35232
+ {
35233
+ key: "multiplyDragByParticleSize",
35234
+ get: /**
35235
+ * Adjust the amount of drag based on particle sizes.
35236
+ */ function get() {
35237
+ return this._multiplyDragByParticleSize;
35238
+ },
35239
+ set: function set(value) {
35240
+ if (value !== this._multiplyDragByParticleSize) {
35241
+ this._multiplyDragByParticleSize = value;
35242
+ this._generator._renderer._onGeneratorParamsChanged();
35243
+ }
35244
+ }
35245
+ },
35246
+ {
35247
+ key: "multiplyDragByParticleVelocity",
35248
+ get: /**
35249
+ * Adjust the amount of drag based on particle speeds.
35250
+ */ function get() {
35251
+ return this._multiplyDragByParticleVelocity;
35252
+ },
35253
+ set: function set(value) {
35254
+ if (value !== this._multiplyDragByParticleVelocity) {
35255
+ this._multiplyDragByParticleVelocity = value;
35256
+ this._generator._renderer._onGeneratorParamsChanged();
35257
+ }
35258
+ }
35259
+ },
35260
+ {
35261
+ key: "space",
35262
+ get: /**
35263
+ * Specifies if the velocity limits are in local space or world space.
35264
+ * @remarks Only takes effect when 'separateAxes' is enabled.
35265
+ */ function get() {
35266
+ return this._space;
35267
+ },
35268
+ set: function set(value) {
35269
+ if (value !== this._space) {
35270
+ this._space = value;
35271
+ this._generator._renderer._onGeneratorParamsChanged();
35272
+ }
35273
+ }
35274
+ },
35275
+ {
35276
+ key: "enabled",
35277
+ get: /**
35278
+ * Specifies whether the module is enabled.
35279
+ * @remarks This module requires WebGL2, On WebGL1, enabling will be silently ignored.
35280
+ */ function get() {
35281
+ return this._enabled;
35282
+ },
35283
+ set: function set(value) {
35284
+ if (value !== this._enabled) {
35285
+ if (value && !this._generator._renderer.engine._hardwareRenderer.isWebGL2) {
35286
+ return;
35287
+ }
35288
+ this._enabled = value;
35289
+ this._generator._setTransformFeedback(value);
35290
+ this._generator._renderer._onGeneratorParamsChanged();
35291
+ }
35292
+ }
35293
+ }
35294
+ ]);
35295
+ return LimitVelocityOverLifetimeModule;
35296
+ }(ParticleGeneratorModule);
35297
+ LimitVelocityOverLifetimeModule._enabledMacro = ShaderMacro.getByName("RENDERER_LVL_MODULE_ENABLED");
35298
+ LimitVelocityOverLifetimeModule._separateAxesMacro = ShaderMacro.getByName("RENDERER_LVL_SEPARATE_AXES");
35299
+ LimitVelocityOverLifetimeModule._speedConstantModeMacro = ShaderMacro.getByName("RENDERER_LVL_SPEED_CONSTANT_MODE");
35300
+ LimitVelocityOverLifetimeModule._speedCurveModeMacro = ShaderMacro.getByName("RENDERER_LVL_SPEED_CURVE_MODE");
35301
+ LimitVelocityOverLifetimeModule._speedIsRandomMacro = ShaderMacro.getByName("RENDERER_LVL_SPEED_IS_RANDOM_TWO");
35302
+ LimitVelocityOverLifetimeModule._dragCurveModeMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_CURVE_MODE");
35303
+ LimitVelocityOverLifetimeModule._dragIsRandomMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_IS_RANDOM_TWO");
35304
+ LimitVelocityOverLifetimeModule._multiplyDragBySizeMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_MULTIPLY_SIZE");
35305
+ LimitVelocityOverLifetimeModule._multiplyDragByVelocityMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_MULTIPLY_VELOCITY");
35306
+ LimitVelocityOverLifetimeModule._speedMaxConstProperty = ShaderProperty.getByName("renderer_LVLSpeedMaxConst");
35307
+ LimitVelocityOverLifetimeModule._speedMinConstProperty = ShaderProperty.getByName("renderer_LVLSpeedMinConst");
35308
+ LimitVelocityOverLifetimeModule._speedMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedMaxCurve");
35309
+ LimitVelocityOverLifetimeModule._speedMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedMinCurve");
35310
+ LimitVelocityOverLifetimeModule._speedMaxConstVecProperty = ShaderProperty.getByName("renderer_LVLSpeedMaxConstVector");
35311
+ LimitVelocityOverLifetimeModule._speedMinConstVecProperty = ShaderProperty.getByName("renderer_LVLSpeedMinConstVector");
35312
+ LimitVelocityOverLifetimeModule._speedXMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedXMaxCurve");
35313
+ LimitVelocityOverLifetimeModule._speedXMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedXMinCurve");
35314
+ LimitVelocityOverLifetimeModule._speedYMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedYMaxCurve");
35315
+ LimitVelocityOverLifetimeModule._speedYMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedYMinCurve");
35316
+ LimitVelocityOverLifetimeModule._speedZMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedZMaxCurve");
35317
+ LimitVelocityOverLifetimeModule._speedZMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedZMinCurve");
35318
+ LimitVelocityOverLifetimeModule._dampenProperty = ShaderProperty.getByName("renderer_LVLDampen");
35319
+ LimitVelocityOverLifetimeModule._dragConstantProperty = ShaderProperty.getByName("renderer_LVLDragConstant");
35320
+ LimitVelocityOverLifetimeModule._dragMaxCurveProperty = ShaderProperty.getByName("renderer_LVLDragMaxCurve");
35321
+ LimitVelocityOverLifetimeModule._dragMinCurveProperty = ShaderProperty.getByName("renderer_LVLDragMinCurve");
35322
+ LimitVelocityOverLifetimeModule._spaceProperty = ShaderProperty.getByName("renderer_LVLSpace");
35323
+ __decorate([
35324
+ ignoreClone
35325
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedRand", void 0);
35326
+ __decorate([
35327
+ ignoreClone
35328
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedMinConstantVec", void 0);
35329
+ __decorate([
35330
+ ignoreClone
35331
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedMaxConstantVec", void 0);
35332
+ __decorate([
35333
+ ignoreClone
35334
+ ], LimitVelocityOverLifetimeModule.prototype, "_dragConstantVec", void 0);
35335
+ __decorate([
35336
+ ignoreClone
35337
+ ], LimitVelocityOverLifetimeModule.prototype, "_enabledModuleMacro", void 0);
35338
+ __decorate([
35339
+ ignoreClone
35340
+ ], LimitVelocityOverLifetimeModule.prototype, "_separateAxesCachedMacro", void 0);
35341
+ __decorate([
35342
+ ignoreClone
35343
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedModeMacro", void 0);
35344
+ __decorate([
35345
+ ignoreClone
35346
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedRandomMacro", void 0);
35347
+ __decorate([
35348
+ ignoreClone
35349
+ ], LimitVelocityOverLifetimeModule.prototype, "_dragCurveCachedMacro", void 0);
35350
+ __decorate([
35351
+ ignoreClone
35352
+ ], LimitVelocityOverLifetimeModule.prototype, "_dragRandomCachedMacro", void 0);
35353
+ __decorate([
35354
+ ignoreClone
35355
+ ], LimitVelocityOverLifetimeModule.prototype, "_dragSizeMacro", void 0);
35356
+ __decorate([
35357
+ ignoreClone
35358
+ ], LimitVelocityOverLifetimeModule.prototype, "_dragVelocityMacro", void 0);
35359
+ __decorate([
35360
+ deepClone
35361
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedX", void 0);
35362
+ __decorate([
35363
+ deepClone
35364
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedY", void 0);
35365
+ __decorate([
35366
+ deepClone
35367
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedZ", void 0);
35368
+ __decorate([
35369
+ deepClone
35370
+ ], LimitVelocityOverLifetimeModule.prototype, "_drag", void 0);
35371
+
34522
35372
  /**
34523
35373
  * Control how Particle Generator apply transform scale.
34524
35374
  */ var ParticleScaleMode = /*#__PURE__*/ function(ParticleScaleMode) {
@@ -35567,6 +36417,8 @@ __decorate([
35567
36417
  /** @internal */ this._firstRetiredElement = 0;
35568
36418
  /** @internal */ this._vertexBufferBindings = new Array();
35569
36419
  /** @internal */ this._subPrimitive = new SubMesh(0, 0, MeshTopology.Triangles);
36420
+ /** @internal */ this._useTransformFeedback = false;
36421
+ /** @internal */ this._feedbackBindingIndex = -1;
35570
36422
  this._isPlaying = false;
35571
36423
  this._instanceBufferResized = false;
35572
36424
  this._waitProcessRetiredElementCount = 0;
@@ -35585,6 +36437,7 @@ __decorate([
35585
36437
  this.velocityOverLifetime = new VelocityOverLifetimeModule(this);
35586
36438
  this.forceOverLifetime = new ForceOverLifetimeModule(this);
35587
36439
  this.sizeOverLifetime = new SizeOverLifetimeModule(this);
36440
+ this.limitVelocityOverLifetime = new LimitVelocityOverLifetimeModule(this);
35588
36441
  this.emission.enabled = true;
35589
36442
  }
35590
36443
  var _proto = ParticleGenerator.prototype;
@@ -35623,11 +36476,7 @@ __decorate([
35623
36476
  } else {
35624
36477
  this._isPlaying = false;
35625
36478
  if (stopMode === ParticleStopMode.StopEmittingAndClear) {
35626
- // Move the pointer to free immediately
35627
- var firstFreeElement = this._firstFreeElement;
35628
- this._firstRetiredElement = firstFreeElement;
35629
- this._firstActiveElement = firstFreeElement;
35630
- this._firstNewElement = firstFreeElement;
36479
+ this._clearActiveParticles();
35631
36480
  this._playTime = 0;
35632
36481
  this._firstActiveTransformedBoundingBox = this._firstFreeTransformedBoundingBox;
35633
36482
  this.emission._reset();
@@ -35711,6 +36560,16 @@ __decorate([
35711
36560
  this._isPlaying = false;
35712
36561
  }
35713
36562
  }
36563
+ // Retire all particles on device restore before bounds/volume bookkeeping
36564
+ var isContentLost = this._instanceVertexBufferBinding._buffer.isContentLost;
36565
+ if (isContentLost) {
36566
+ this._firstActiveElement = 0;
36567
+ this._firstNewElement = 0;
36568
+ this._firstFreeElement = 0;
36569
+ this._firstRetiredElement = 0;
36570
+ this._waitProcessRetiredElementCount = 0;
36571
+ this._firstActiveTransformedBoundingBox = this._firstFreeTransformedBoundingBox;
36572
+ }
35714
36573
  if (this.isAlive) {
35715
36574
  if (main.simulationSpace === ParticleSimulationSpace.World) {
35716
36575
  this._generateTransformedBounds();
@@ -35724,16 +36583,21 @@ __decorate([
35724
36583
  if (this.isAlive !== lastAlive) {
35725
36584
  this._renderer._onWorldVolumeChanged();
35726
36585
  }
35727
- // Add new particles to vertex buffer when has wait process retired element or new particle
35728
- //
35729
- // Another choice is just add new particles to vertex buffer and render all particles ignore the retired particle in shader, especially billboards
35730
- // But webgl don't support map buffer range, so this choice don't have performance advantage even less set data to GPU
35731
- if (this._firstNewElement != this._firstFreeElement || this._waitProcessRetiredElementCount > 0 || this._instanceBufferResized || this._instanceVertexBufferBinding._buffer.isContentLost) {
36586
+ if (this._firstNewElement != this._firstFreeElement || this._waitProcessRetiredElementCount > 0 || this._instanceBufferResized) {
35732
36587
  this._addActiveParticlesToVertexBuffer();
35733
36588
  }
35734
36589
  };
35735
36590
  /**
35736
36591
  * @internal
36592
+ * Run Transform Feedback simulation pass.
36593
+ */ _proto._updateFeedback = function _updateFeedback(shaderData, deltaTime) {
36594
+ this._feedbackSimulator.update(shaderData, this._currentParticleCount, this._firstActiveElement, this._firstFreeElement, deltaTime);
36595
+ // After swap, update the render pass buffer binding to point to the latest output.
36596
+ // VAO is disabled in TF mode so direct assignment is safe (no stale VAO issue).
36597
+ this._primitive.vertexBufferBindings[this._feedbackBindingIndex] = this._feedbackSimulator.readBinding;
36598
+ };
36599
+ /**
36600
+ * @internal
35737
36601
  */ _proto._reorganizeGeometryBuffers = function _reorganizeGeometryBuffers() {
35738
36602
  var _this = this, renderer = _this._renderer, primitive = _this._primitive, vertexBufferBindings = _this._vertexBufferBindings;
35739
36603
  var _renderer_engine = renderer.engine, particleUtils = _renderer_engine._particleBufferUtils;
@@ -35785,6 +36649,15 @@ __decorate([
35785
36649
  if (this._instanceVertexBufferBinding) {
35786
36650
  vertexBufferBindings.push(this._instanceVertexBufferBinding);
35787
36651
  }
36652
+ // Add feedback buffer binding for render pass
36653
+ if (this._useTransformFeedback) {
36654
+ this._feedbackBindingIndex = vertexBufferBindings.length;
36655
+ primitive.addVertexElement(new VertexElement(ParticleFeedbackVertexAttribute.Position, 0, VertexElementFormat.Vector3, this._feedbackBindingIndex, 1));
36656
+ primitive.addVertexElement(new VertexElement(ParticleFeedbackVertexAttribute.Velocity, 12, VertexElementFormat.Vector3, this._feedbackBindingIndex, 1));
36657
+ vertexBufferBindings.push(this._feedbackSimulator.readBinding);
36658
+ } else {
36659
+ this._feedbackBindingIndex = -1;
36660
+ }
35788
36661
  primitive.setVertexBufferBindings(vertexBufferBindings);
35789
36662
  };
35790
36663
  /**
@@ -35800,18 +36673,28 @@ __decorate([
35800
36673
  vertexInstanceBuffer.isGCIgnored = true;
35801
36674
  var vertexBufferBindings = this._primitive.vertexBufferBindings;
35802
36675
  var vertexBufferBinding = new VertexBufferBinding(vertexInstanceBuffer, stride);
35803
- var instanceVertices = new Float32Array(newByteLength / 4);
35804
36676
  var lastInstanceVertices = this._instanceVertices;
36677
+ var useFeedback = this._useTransformFeedback;
36678
+ var instanceVertices = new Float32Array(newByteLength / 4);
36679
+ if (useFeedback) {
36680
+ this._feedbackSimulator.resize(newParticleCount, vertexBufferBinding);
36681
+ }
35805
36682
  if (lastInstanceVertices) {
35806
- var floatStride = ParticleBufferUtils.instanceVertexFloatStride;
36683
+ var floatStride = ParticleBufferUtils.instanceVertexFloatStride, feedbackVertexStride = ParticleBufferUtils.feedbackVertexStride;
35807
36684
  var firstFreeElement = this._firstFreeElement;
35808
36685
  var firstRetiredElement = this._firstRetiredElement;
35809
36686
  if (isIncrease) {
36687
+ // Copy front segment [0, firstFreeElement)
35810
36688
  instanceVertices.set(new Float32Array(lastInstanceVertices.buffer, 0, firstFreeElement * floatStride));
36689
+ // Copy tail segment shifted by increaseCount
35811
36690
  var nextFreeElement = firstFreeElement + 1;
35812
- var freeEndOffset = (nextFreeElement + increaseCount) * floatStride;
35813
- instanceVertices.set(new Float32Array(lastInstanceVertices.buffer, nextFreeElement * floatStride * 4), freeEndOffset);
35814
- // Maintain expanded pointers
36691
+ var tailCount = this._currentParticleCount - nextFreeElement;
36692
+ var tailDstElement = nextFreeElement + increaseCount;
36693
+ instanceVertices.set(new Float32Array(lastInstanceVertices.buffer, nextFreeElement * floatStride * 4), tailDstElement * floatStride);
36694
+ if (useFeedback) {
36695
+ this._feedbackSimulator.copyOldBufferData(0, 0, firstFreeElement * feedbackVertexStride);
36696
+ this._feedbackSimulator.copyOldBufferData(nextFreeElement * feedbackVertexStride, tailDstElement * feedbackVertexStride, tailCount * feedbackVertexStride);
36697
+ }
35815
36698
  this._firstNewElement > firstFreeElement && (this._firstNewElement += increaseCount);
35816
36699
  this._firstActiveElement > firstFreeElement && (this._firstActiveElement += increaseCount);
35817
36700
  firstRetiredElement > firstFreeElement && (this._firstRetiredElement += increaseCount);
@@ -35820,7 +36703,6 @@ __decorate([
35820
36703
  if (firstRetiredElement <= firstFreeElement) {
35821
36704
  migrateCount = firstFreeElement - firstRetiredElement;
35822
36705
  bufferOffset = 0;
35823
- // Maintain expanded pointers
35824
36706
  this._firstFreeElement -= firstRetiredElement;
35825
36707
  this._firstNewElement -= firstRetiredElement;
35826
36708
  this._firstActiveElement -= firstRetiredElement;
@@ -35828,20 +36710,29 @@ __decorate([
35828
36710
  } else {
35829
36711
  migrateCount = this._currentParticleCount - firstRetiredElement;
35830
36712
  bufferOffset = firstFreeElement;
35831
- // Maintain expanded pointers
35832
36713
  this._firstNewElement > firstFreeElement && (this._firstNewElement -= firstFreeElement);
35833
36714
  this._firstActiveElement > firstFreeElement && (this._firstActiveElement -= firstFreeElement);
35834
36715
  firstRetiredElement > firstFreeElement && (this._firstRetiredElement -= firstFreeElement);
35835
36716
  }
35836
36717
  instanceVertices.set(new Float32Array(lastInstanceVertices.buffer, firstRetiredElement * floatStride * 4, migrateCount * floatStride), bufferOffset * floatStride);
36718
+ if (useFeedback) {
36719
+ this._feedbackSimulator.copyOldBufferData(firstRetiredElement * feedbackVertexStride, bufferOffset * feedbackVertexStride, migrateCount * feedbackVertexStride);
36720
+ }
36721
+ }
36722
+ if (useFeedback) {
36723
+ this._feedbackSimulator.destroyOldBuffers();
35837
36724
  }
35838
36725
  this._instanceBufferResized = true;
35839
36726
  }
35840
- // Instance buffer always at last
35841
- this._primitive.setVertexBufferBinding(lastInstanceVertices ? vertexBufferBindings.length - 1 : vertexBufferBindings.length, vertexBufferBinding);
36727
+ // Update instance buffer binding
36728
+ var instanceBindingIndex = lastInstanceVertices ? vertexBufferBindings.length - 1 - (useFeedback ? 1 : 0) : vertexBufferBindings.length;
36729
+ this._primitive.setVertexBufferBinding(instanceBindingIndex, vertexBufferBinding);
35842
36730
  this._instanceVertices = instanceVertices;
35843
36731
  this._instanceVertexBufferBinding = vertexBufferBinding;
35844
36732
  this._currentParticleCount = newParticleCount;
36733
+ if (useFeedback) {
36734
+ this._primitive.setVertexBufferBinding(this._feedbackBindingIndex, this._feedbackSimulator.readBinding);
36735
+ }
35845
36736
  };
35846
36737
  /**
35847
36738
  * @internal
@@ -35849,6 +36740,7 @@ __decorate([
35849
36740
  this.main._updateShaderData(shaderData);
35850
36741
  this.velocityOverLifetime._updateShaderData(shaderData);
35851
36742
  this.forceOverLifetime._updateShaderData(shaderData);
36743
+ this.limitVelocityOverLifetime._updateShaderData(shaderData);
35852
36744
  this.textureSheetAnimation._updateShaderData(shaderData);
35853
36745
  this.sizeOverLifetime._updateShaderData(shaderData);
35854
36746
  this.rotationOverLifetime._updateShaderData(shaderData);
@@ -35863,11 +36755,41 @@ __decorate([
35863
36755
  this.textureSheetAnimation._resetRandomSeed(seed);
35864
36756
  this.velocityOverLifetime._resetRandomSeed(seed);
35865
36757
  this.forceOverLifetime._resetRandomSeed(seed);
36758
+ this.limitVelocityOverLifetime._resetRandomSeed(seed);
35866
36759
  this.rotationOverLifetime._resetRandomSeed(seed);
35867
36760
  this.colorOverLifetime._resetRandomSeed(seed);
35868
36761
  };
35869
36762
  /**
35870
36763
  * @internal
36764
+ */ _proto._setTransformFeedback = function _setTransformFeedback(enabled) {
36765
+ this._useTransformFeedback = enabled;
36766
+ // Switching TF mode invalidates all active particle state: feedback buffers and instance
36767
+ // buffer layout are incompatible between the two paths. Clear rather than show a one-frame
36768
+ // jump; new particles will fill in naturally from the next emit cycle.
36769
+ this._clearActiveParticles();
36770
+ if (enabled) {
36771
+ if (!this._feedbackSimulator) {
36772
+ this._feedbackSimulator = new ParticleTransformFeedbackSimulator(this._renderer.engine);
36773
+ }
36774
+ var simulator = this._feedbackSimulator;
36775
+ var readBinding = simulator.readBinding;
36776
+ if (!readBinding || readBinding.buffer.byteLength !== this._currentParticleCount * ParticleBufferUtils.feedbackVertexStride) {
36777
+ simulator.resize(this._currentParticleCount, this._instanceVertexBufferBinding);
36778
+ simulator.destroyOldBuffers();
36779
+ } else {
36780
+ simulator._instanceBinding = this._instanceVertexBufferBinding;
36781
+ }
36782
+ this._renderer.shaderData.enableMacro(ParticleGenerator._transformFeedbackMacro);
36783
+ // Feedback buffer swaps every frame; VAO caching would bake stale buffer handles.
36784
+ this._primitive.enableVAO = false;
36785
+ } else {
36786
+ this._renderer.shaderData.disableMacro(ParticleGenerator._transformFeedbackMacro);
36787
+ this._primitive.enableVAO = true;
36788
+ }
36789
+ this._reorganizeGeometryBuffers();
36790
+ };
36791
+ /**
36792
+ * @internal
35871
36793
  */ _proto._getAliveParticleCount = function _getAliveParticleCount() {
35872
36794
  if (this._firstActiveElement <= this._firstFreeElement) {
35873
36795
  return this._firstFreeElement - this._firstActiveElement;
@@ -35894,10 +36816,19 @@ __decorate([
35894
36816
  };
35895
36817
  /**
35896
36818
  * @internal
36819
+ */ _proto._cloneTo = function _cloneTo(target) {
36820
+ if (target.limitVelocityOverLifetime.enabled) {
36821
+ target._setTransformFeedback(true);
36822
+ }
36823
+ };
36824
+ /**
36825
+ * @internal
35897
36826
  */ _proto._destroy = function _destroy() {
36827
+ var _this__feedbackSimulator;
35898
36828
  this._instanceVertexBufferBinding.buffer.destroy();
35899
36829
  this._primitive.destroy();
35900
36830
  this.emission._destroy();
36831
+ (_this__feedbackSimulator = this._feedbackSimulator) == null ? void 0 : _this__feedbackSimulator.destroy();
35901
36832
  };
35902
36833
  /**
35903
36834
  * @internal
@@ -36129,8 +37060,34 @@ __decorate([
36129
37060
  instanceVertices[offset + 39] = rand1.random();
36130
37061
  instanceVertices[offset + 40] = rand1.random();
36131
37062
  }
37063
+ var limitVelocityOverLifetime = this.limitVelocityOverLifetime;
37064
+ if (limitVelocityOverLifetime.enabled && (limitVelocityOverLifetime._isSpeedRandomMode() || limitVelocityOverLifetime._isDragRandomMode())) {
37065
+ instanceVertices[offset + 41] = limitVelocityOverLifetime._speedRand.random();
37066
+ }
37067
+ // Initialize feedback buffer for this particle
37068
+ if (this._useTransformFeedback) {
37069
+ this._addFeedbackParticle(firstFreeElement, position, direction, startSpeed, transform);
37070
+ }
36132
37071
  this._firstFreeElement = nextFreeElement;
36133
37072
  };
37073
+ _proto._addFeedbackParticle = function _addFeedbackParticle(index, shapePosition, direction, startSpeed, transform) {
37074
+ var position;
37075
+ if (this.main.simulationSpace === ParticleSimulationSpace.Local) {
37076
+ position = shapePosition;
37077
+ } else {
37078
+ position = ParticleGenerator._tempVector32;
37079
+ Vector3.transformByQuat(shapePosition, transform.worldRotationQuaternion, position);
37080
+ position.add(transform.worldPosition);
37081
+ }
37082
+ this._feedbackSimulator.writeParticleData(index, position, direction.x * startSpeed, direction.y * startSpeed, direction.z * startSpeed);
37083
+ };
37084
+ _proto._clearActiveParticles = function _clearActiveParticles() {
37085
+ var firstFreeElement = this._firstFreeElement;
37086
+ this._firstRetiredElement = firstFreeElement;
37087
+ this._firstActiveElement = firstFreeElement;
37088
+ this._firstNewElement = firstFreeElement;
37089
+ this._firstActiveTransformedBoundingBox = this._firstFreeTransformedBoundingBox;
37090
+ };
36134
37091
  _proto._retireActiveParticles = function _retireActiveParticles() {
36135
37092
  var engine = this._renderer.engine;
36136
37093
  var frameCount = engine.time.frameCount;
@@ -36174,16 +37131,19 @@ __decorate([
36174
37131
  return;
36175
37132
  }
36176
37133
  var byteStride = ParticleBufferUtils.instanceVertexStride;
36177
- var start = firstActiveElement * byteStride;
36178
37134
  var instanceBuffer = this._instanceVertexBufferBinding.buffer;
36179
37135
  var dataBuffer = this._instanceVertices.buffer;
37136
+ // Feedback mode: upload in-place (indices match feedback buffer slots)
37137
+ // Non-feedback mode: compact to GPU offset 0
37138
+ var compact = !this._useTransformFeedback;
37139
+ var start = firstActiveElement * byteStride;
36180
37140
  if (firstActiveElement < firstFreeElement) {
36181
- instanceBuffer.setData(dataBuffer, 0, start, (firstFreeElement - firstActiveElement) * byteStride, SetDataOptions.Discard);
37141
+ instanceBuffer.setData(dataBuffer, compact ? 0 : start, start, (firstFreeElement - firstActiveElement) * byteStride, SetDataOptions.Discard);
36182
37142
  } else {
36183
- var firstSegmentCount = (this._currentParticleCount - firstActiveElement) * byteStride;
36184
- instanceBuffer.setData(dataBuffer, 0, start, firstSegmentCount, SetDataOptions.Discard);
37143
+ var firstSegmentSize = (this._currentParticleCount - firstActiveElement) * byteStride;
37144
+ instanceBuffer.setData(dataBuffer, compact ? 0 : start, start, firstSegmentSize, SetDataOptions.Discard);
36185
37145
  if (firstFreeElement > 0) {
36186
- instanceBuffer.setData(dataBuffer, firstSegmentCount, 0, firstFreeElement * byteStride);
37146
+ instanceBuffer.setData(dataBuffer, compact ? firstSegmentSize : 0, 0, firstFreeElement * byteStride);
36187
37147
  }
36188
37148
  }
36189
37149
  this._firstNewElement = firstFreeElement;
@@ -36401,11 +37361,13 @@ ParticleGenerator._tempVector21 = new Vector2();
36401
37361
  ParticleGenerator._tempVector22 = new Vector2();
36402
37362
  ParticleGenerator._tempVector30 = new Vector3();
36403
37363
  ParticleGenerator._tempVector31 = new Vector3();
37364
+ ParticleGenerator._tempVector32 = new Vector3();
36404
37365
  ParticleGenerator._tempMat = new Matrix();
36405
37366
  ParticleGenerator._tempColor0 = new Color();
36406
37367
  ParticleGenerator._tempParticleRenderers = new Array();
36407
37368
  ParticleGenerator._particleIncreaseCount = 128;
36408
37369
  ParticleGenerator._transformedBoundsIncreaseCount = 16;
37370
+ ParticleGenerator._transformFeedbackMacro = ShaderMacro.getByName("RENDERER_TRANSFORM_FEEDBACK");
36409
37371
  __decorate([
36410
37372
  deepClone
36411
37373
  ], ParticleGenerator.prototype, "main", void 0);
@@ -36418,6 +37380,9 @@ __decorate([
36418
37380
  __decorate([
36419
37381
  deepClone
36420
37382
  ], ParticleGenerator.prototype, "forceOverLifetime", void 0);
37383
+ __decorate([
37384
+ deepClone
37385
+ ], ParticleGenerator.prototype, "limitVelocityOverLifetime", void 0);
36421
37386
  __decorate([
36422
37387
  deepClone
36423
37388
  ], ParticleGenerator.prototype, "sizeOverLifetime", void 0);
@@ -36454,6 +37419,15 @@ __decorate([
36454
37419
  __decorate([
36455
37420
  ignoreClone
36456
37421
  ], ParticleGenerator.prototype, "_subPrimitive", void 0);
37422
+ __decorate([
37423
+ ignoreClone
37424
+ ], ParticleGenerator.prototype, "_feedbackSimulator", void 0);
37425
+ __decorate([
37426
+ ignoreClone
37427
+ ], ParticleGenerator.prototype, "_useTransformFeedback", void 0);
37428
+ __decorate([
37429
+ ignoreClone
37430
+ ], ParticleGenerator.prototype, "_feedbackBindingIndex", void 0);
36457
37431
  __decorate([
36458
37432
  ignoreClone
36459
37433
  ], ParticleGenerator.prototype, "_isPlaying", void 0);
@@ -38493,5 +39467,5 @@ __decorate([
38493
39467
 
38494
39468
  Polyfill.registerPolyfill();
38495
39469
 
38496
- export { AmbientLight, AmbientOcclusion, AmbientOcclusionQuality, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AntiAliasing, AssetPromise, AssetType, AudioClip, AudioManager, AudioSource, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BatchUtils, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, Blitter, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferAsset, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraModifyFlags, CameraType, Canvas, CapsuleColliderShape, CharRenderInfo, CharacterController, CircleShape, ClearableObjectPool, CloneManager, CloneUtils, Collider, ColliderShape, ColliderShapeUpAxis, Collision, CollisionDetectionMode, ColorOverLifetimeModule, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContactPoint, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EntityModifyFlags, EventDispatcher, FinalPass, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, JSONAsset, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, LayerPathMask, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshColliderShape, MeshColliderShapeCookingFlag, MeshRenderer, MeshShape, MeshTopology, ModelMesh, OverflowMode, PBRMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerEventData, PointerEventEmitter, PointerPhase, PostProcess, PostProcessEffect, PostProcessEffectBoolParameter, PostProcessEffectColorParameter, PostProcessEffectEnumParameter, PostProcessEffectFloatParameter, PostProcessEffectParameter, PostProcessEffectTextureParameter, PostProcessEffectVector2Parameter, PostProcessEffectVector3Parameter, PostProcessEffectVector4Parameter, PostProcessManager, PostProcessPass, PostProcessPassEvent, PostProcessUberPass, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RefractionMode, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueFlags, RenderQueueType, RenderState, RenderStateElementKey, RenderTarget, RenderTargetBlendState, Renderer, RendererUpdateFlags, RenderingStatistics, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderDataGroup, ShaderFactory, ShaderLanguage, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Signal, SimpleSpriteAssembler, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SlicedSpriteAssembler, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteModifyFlags, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubFont, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextAsset, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureUtils, TextureWrapMode, TiledSpriteAssembler, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, TrailTextureMode, Transform, TransformModifyFlags, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, assignmentClone, deepClone, dependentComponents, ignoreClone, registerPointerEventEmitter, request, resourceLoader, shallowClone };
39470
+ export { AmbientLight, AmbientOcclusion, AmbientOcclusionQuality, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AntiAliasing, AssetPromise, AssetType, AudioClip, AudioManager, AudioSource, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BatchUtils, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, Blitter, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferAsset, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraModifyFlags, CameraType, Canvas, CapsuleColliderShape, CharRenderInfo, CharacterController, CircleShape, ClearableObjectPool, CloneManager, CloneUtils, Collider, ColliderShape, ColliderShapeUpAxis, Collision, CollisionDetectionMode, ColorOverLifetimeModule, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContactPoint, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EntityModifyFlags, EventDispatcher, FinalPass, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, JSONAsset, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, LayerPathMask, Light, LimitVelocityOverLifetimeModule, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshColliderShape, MeshColliderShapeCookingFlag, MeshRenderer, MeshShape, MeshTopology, ModelMesh, OverflowMode, PBRMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerEventData, PointerEventEmitter, PointerPhase, PostProcess, PostProcessEffect, PostProcessEffectBoolParameter, PostProcessEffectColorParameter, PostProcessEffectEnumParameter, PostProcessEffectFloatParameter, PostProcessEffectParameter, PostProcessEffectTextureParameter, PostProcessEffectVector2Parameter, PostProcessEffectVector3Parameter, PostProcessEffectVector4Parameter, PostProcessManager, PostProcessPass, PostProcessPassEvent, PostProcessUberPass, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RefractionMode, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueFlags, RenderQueueType, RenderState, RenderStateElementKey, RenderTarget, RenderTargetBlendState, Renderer, RendererUpdateFlags, RenderingStatistics, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderDataGroup, ShaderFactory, ShaderLanguage, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Signal, SimpleSpriteAssembler, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SlicedSpriteAssembler, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteModifyFlags, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubFont, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextAsset, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureUtils, TextureWrapMode, TiledSpriteAssembler, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, TrailTextureMode, Transform, TransformModifyFlags, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, assignmentClone, deepClone, dependentComponents, ignoreClone, registerPointerEventEmitter, request, resourceLoader, shallowClone };
38497
39471
  //# sourceMappingURL=module.js.map