@galacean/engine-core 2.0.0-alpha.24 → 2.0.0-alpha.26

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/main.js CHANGED
@@ -1327,6 +1327,12 @@ SystemInfo._initialize();
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  case TextureFormat.ETC2_RGB:
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  case TextureFormat.ETC2_RGBA8:
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  case TextureFormat.ASTC_4x4:
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+ case TextureFormat.ASTC_5x5:
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+ case TextureFormat.ASTC_6x6:
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+ case TextureFormat.ASTC_8x8:
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+ case TextureFormat.ASTC_10x10:
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+ case TextureFormat.ASTC_12x12:
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+ case TextureFormat.ETC2_RGBA5:
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  return true;
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  default:
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  return false;
@@ -1865,7 +1871,7 @@ SystemInfo._initialize();
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  _this = ReferResource.call(this, engine) || this, _this._charInfoMap = {}, _this._space = 1, _this._curX = 1, _this._curY = 1, _this._nextY = 1;
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  _this.isGCIgnored = true;
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  var format = engine._hardwareRenderer.isWebGL2 ? TextureFormat.R8 : TextureFormat.Alpha8;
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- var texture = new Texture2D(engine, 512, 512, format, false);
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+ var texture = new Texture2D(engine, 512, 512, format, false, false);
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  texture.filterMode = TextureFilterMode.Bilinear;
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  texture.isGCIgnored = true;
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  _this.texture = texture;
@@ -4865,7 +4871,7 @@ var brdf = "\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform sampler2D scene_Prefilte
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  var direct_irradiance_frag_define = "#include <ShadowFragmentDeclaration>\n\nvoid sheenLobe(Geometry geometry, Material material, vec3 incidentDirection, vec3 attenuationIrradiance, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n specularColor += attenuationIrradiance * sheenBRDF(incidentDirection, geometry, material.sheenColor, material.sheenRoughness);\n #endif\n}\n\nvoid addDirectRadiance(vec3 incidentDirection, vec3 color, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n float attenuation = 1.0;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoatDotNL = saturate( dot( geometry.clearCoatNormal, incidentDirection ) );\n vec3 clearCoatIrradiance = clearCoatDotNL * color;\n\n reflectedLight.directSpecular += material.clearCoat * clearCoatIrradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.clearCoatNormal, vec3( 0.04 ), material.clearCoatRoughness );\n attenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n #endif\n\n float dotNL = saturate( dot( geometry.normal, incidentDirection ) );\n vec3 irradiance = dotNL * color * PI;\n\n reflectedLight.directSpecular += attenuation * irradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.normal, material.specularF0, material.roughness) * material.energyCompensation;\n reflectedLight.directDiffuse += attenuation * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n // Sheen Lobe\n sheenLobe(geometry, material, incidentDirection, attenuation * irradiance, reflectedLight.directDiffuse, reflectedLight.directSpecular);\n\n}\n\n#ifdef SCENE_DIRECT_LIGHT_COUNT\n\n void addDirectionalDirectLightRadiance(DirectLight directionalLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n vec3 color = directionalLight.color;\n vec3 direction = -directionalLight.direction;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n }\n\n#endif\n\n#ifdef SCENE_POINT_LIGHT_COUNT\n\n\tvoid addPointDirectLightRadiance(PointLight pointLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tvec3 color = pointLight.color;\n\t\tcolor *= clamp(1.0 - pow(lightDistance/pointLight.distance, 4.0), 0.0, 1.0);\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\n#ifdef SCENE_SPOT_LIGHT_COUNT\n\n\tvoid addSpotDirectLightRadiance(SpotLight spotLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( direction, -spotLight.direction );\n\n\t\tfloat spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos );\n\t\tfloat decayEffect = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0);\n\n\t\tvec3 color = spotLight.color;\n\t\tcolor *= spotEffect * decayEffect;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n\n#endif\n\nvoid addTotalDirectRadiance(Geometry geometry, Material material, inout ReflectedLight reflectedLight){\n float shadowAttenuation = 1.0;\n\n #ifdef SCENE_DIRECT_LIGHT_COUNT\n shadowAttenuation = 1.0;\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n shadowAttenuation *= sampleShadowMap();\n #endif\n\n DirectLight directionalLight;\n for ( int i = 0; i < SCENE_DIRECT_LIGHT_COUNT; i ++ ) {\n // warning: use `continue` syntax may trigger flickering bug in safri 16.1.\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_DirectLightCullingMask[i])){\n directionalLight.color = scene_DirectLightColor[i];\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n if (i == 0) { // Sun light index is always 0\n directionalLight.color *= shadowAttenuation;\n }\n #endif\n directionalLight.direction = scene_DirectLightDirection[i];\n addDirectionalDirectLightRadiance( directionalLight, geometry, material, reflectedLight );\n }\n }\n\n #endif\n\n #ifdef SCENE_POINT_LIGHT_COUNT\n\n PointLight pointLight;\n\n for ( int i = 0; i < SCENE_POINT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_PointLightCullingMask[i])){\n pointLight.color = scene_PointLightColor[i];\n pointLight.position = scene_PointLightPosition[i];\n pointLight.distance = scene_PointLightDistance[i];\n\n addPointDirectLightRadiance( pointLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n\n #ifdef SCENE_SPOT_LIGHT_COUNT\n\n SpotLight spotLight;\n\n for ( int i = 0; i < SCENE_SPOT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_SpotLightCullingMask[i])){\n spotLight.color = scene_SpotLightColor[i];\n spotLight.position = scene_SpotLightPosition[i];\n spotLight.direction = scene_SpotLightDirection[i];\n spotLight.distance = scene_SpotLightDistance[i];\n spotLight.angleCos = scene_SpotLightAngleCos[i];\n spotLight.penumbraCos = scene_SpotLightPenumbraCos[i];\n\n addSpotDirectLightRadiance( spotLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n}"; // eslint-disable-line
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- var ibl_frag_define = "// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n normal.x = -normal.x;\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\n\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n reflectVec.x = -reflectVec.x; // TextureCube is left-hand,so x need inverse\n \n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef ENGINE_NO_SRGB\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
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+ var ibl_frag_define = "// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\n\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n\n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef ENGINE_NO_SRGB\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
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  var pbr_frag = "Geometry geometry;\nMaterial material;\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\ninitGeometry(geometry, gl_FrontFacing);\ninitMaterial(material, geometry);\n\n// Direct Light\naddTotalDirectRadiance(geometry, material, reflectedLight);\n\n// IBL diffuse\n#ifdef SCENE_USE_SH\n vec3 irradiance = getLightProbeIrradiance(scene_EnvSH, geometry.normal);\n irradiance *= scene_EnvMapLight.diffuseIntensity;\n#else\n vec3 irradiance = scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity;\n irradiance *= PI;\n#endif\n\nreflectedLight.indirectDiffuse += material.diffuseAO * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n// IBL specular\nvec3 radiance = getLightProbeRadiance(geometry, geometry.normal, material.roughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity);\nfloat radianceAttenuation = 1.0;\n\n// IBL Clear Coat\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatRadiance = getLightProbeRadiance( geometry, geometry.clearCoatNormal, material.clearCoatRoughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity );\n\n reflectedLight.indirectSpecular += material.specularAO * clearCoatRadiance * material.clearCoat * envBRDFApprox(vec3( 0.04 ), 1.0, material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n#endif\n\nreflectedLight.indirectSpecular += material.specularAO * radianceAttenuation * radiance * envBRDFApprox(material.resolvedSpecularF0, material.specularF90, material.roughness, geometry.dotNV) * material.energyCompensation;\n\n\n// IBL Sheen\nevaluateSheenIBL(geometry, material, radianceAttenuation, reflectedLight.indirectDiffuse, reflectedLight.indirectSpecular);\n\n\n// Final color\nvec3 totalDiffuseColor = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\nvec3 totalSpecularColor = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 refractionTransmitted = evaluateTransmission(geometry, material);\n totalDiffuseColor = mix(totalDiffuseColor, refractionTransmitted, material.transmission);\n#endif\n\nvec4 finalColor = vec4(totalDiffuseColor + totalSpecularColor, material.opacity);\n\n\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n emissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_uv).rgb;\n#endif\n\nfinalColor.rgb += emissiveRadiance;\n\n\ngl_FragColor = finalColor;\n"; // eslint-disable-line
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@@ -4918,7 +4924,9 @@ var force_over_lifetime_module = "#if defined(RENDERER_FOL_CONSTANT_MODE) || def
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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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- 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
4927
+ var noise_module = "#ifdef RENDERER_NOISE_MODULE_ENABLED\n\n#include <noise_common>\n#include <noise_simplex_3D>\n\nuniform vec4 renderer_NoiseParams; // xyz = strength (constant mode only), w = frequency\nuniform vec4 renderer_NoiseOctaveParams; // x = scrollSpeed, y = octaveCount, z = octaveIntensityMultiplier, w = octaveFrequencyMultiplier\n\n#ifdef RENDERER_NOISE_STRENGTH_CURVE\n uniform vec2 renderer_NoiseStrengthMaxCurveX[4];\n #ifdef RENDERER_NOISE_IS_SEPARATE\n uniform vec2 renderer_NoiseStrengthMaxCurveY[4];\n uniform vec2 renderer_NoiseStrengthMaxCurveZ[4];\n #endif\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n uniform vec2 renderer_NoiseStrengthMinCurveX[4];\n #ifdef RENDERER_NOISE_IS_SEPARATE\n uniform vec2 renderer_NoiseStrengthMinCurveY[4];\n uniform vec2 renderer_NoiseStrengthMinCurveZ[4];\n #endif\n #endif\n#else\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n uniform vec3 renderer_NoiseStrengthMinConst;\n #endif\n#endif\n\nvec3 sampleSimplexNoise3D(vec3 coord) {\n float axisOffset = 100.0;\n return vec3(\n simplex(vec3(coord.z, coord.y, coord.x)),\n simplex(vec3(coord.x + axisOffset, coord.z, coord.y)),\n simplex(vec3(coord.y, coord.x + axisOffset, coord.z))\n );\n}\n\nvec3 computeNoiseDisplacement(vec3 currentPosition, float normalizedAge) {\n vec3 coord = currentPosition * renderer_NoiseParams.w\n + vec3(renderer_CurrentTime * renderer_NoiseOctaveParams.x);\n\n int octaveCount = int(renderer_NoiseOctaveParams.y);\n float octaveIntensityMultiplier = renderer_NoiseOctaveParams.z;\n float octaveFrequencyMultiplier = renderer_NoiseOctaveParams.w;\n\n vec3 noiseValue = sampleSimplexNoise3D(coord);\n float totalAmplitude = 1.0;\n\n // Unrolled octave loop (GLSL ES 1.0 requires constant loop bounds)\n if (octaveCount >= 2) {\n float amplitude = octaveIntensityMultiplier;\n totalAmplitude += amplitude;\n noiseValue += amplitude * sampleSimplexNoise3D(coord * octaveFrequencyMultiplier);\n\n if (octaveCount >= 3) {\n amplitude *= octaveIntensityMultiplier;\n totalAmplitude += amplitude;\n noiseValue += amplitude * sampleSimplexNoise3D(coord * octaveFrequencyMultiplier * octaveFrequencyMultiplier);\n }\n }\n\n // Evaluate strength (supports Constant, TwoConstants, Curve, TwoCurves).\n vec3 strength;\n #ifdef RENDERER_NOISE_STRENGTH_CURVE\n float sx = evaluateParticleCurve(renderer_NoiseStrengthMaxCurveX, normalizedAge);\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n sx = mix(evaluateParticleCurve(renderer_NoiseStrengthMinCurveX, normalizedAge), sx, a_Random0.z);\n #endif\n #ifdef RENDERER_NOISE_IS_SEPARATE\n float sy = evaluateParticleCurve(renderer_NoiseStrengthMaxCurveY, normalizedAge);\n float sz = evaluateParticleCurve(renderer_NoiseStrengthMaxCurveZ, normalizedAge);\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n sy = mix(evaluateParticleCurve(renderer_NoiseStrengthMinCurveY, normalizedAge), sy, a_Random0.z);\n sz = mix(evaluateParticleCurve(renderer_NoiseStrengthMinCurveZ, normalizedAge), sz, a_Random0.z);\n #endif\n strength = vec3(sx, sy, sz);\n #else\n strength = vec3(sx);\n #endif\n #else\n strength = renderer_NoiseParams.xyz;\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n strength = mix(renderer_NoiseStrengthMinConst, strength, a_Random0.z);\n #endif\n #endif\n\n return (noiseValue / totalAmplitude) * strength;\n}\n\n#endif\n"; // eslint-disable-line
4928
+
4929
+ 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#include <noise_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 // VOL and Noise overlays are added here (not persisted).\n\n vec3 totalVelocity;\n if (renderer_SimulationSpace == 0) {\n totalVelocity = localVelocity + volLocal + rotationByQuaternions(volWorld, invWorldRotation);\n } else {\n totalVelocity = rotationByQuaternions(localVelocity + volLocal, worldRotation) + volWorld;\n }\n #ifdef RENDERER_NOISE_MODULE_ENABLED\n // Noise velocity overlay (not persisted)\n // computeNoiseDisplacement returns noise * strength (position-scale)\n // Dividing by lifetime converts to velocity so that integration over lifetime\n // recovers the original displacement magnitude\n // Use analytical base position (birth + initial velocity * age) instead of\n // a_FeedbackPosition to avoid feedback loop: position → noise → velocity → position\n vec3 noiseBasePos;\n if (renderer_SimulationSpace == 0) {\n noiseBasePos = a_ShapePositionStartLifeTime.xyz + a_DirectionTime.xyz * a_StartSpeed * age;\n } else {\n noiseBasePos = rotationByQuaternions(\n a_ShapePositionStartLifeTime.xyz + a_DirectionTime.xyz * a_StartSpeed * age,\n worldRotation) + a_SimulationWorldPosition;\n }\n totalVelocity += computeNoiseDisplacement(noiseBasePos, normalizedAge) / lifetime;\n #endif\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
4922
4930
 
4923
4931
  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
4924
4932
 
@@ -4939,6 +4947,7 @@ var ParticleShaderLib = {
4939
4947
  texture_sheet_animation_module: texture_sheet_animation_module,
4940
4948
  force_over_lifetime_module: force_over_lifetime_module,
4941
4949
  limit_velocity_over_lifetime_module: limit_velocity_over_lifetime_module,
4950
+ noise_module: noise_module,
4942
4951
  particle_feedback_simulation: particle_feedback_simulation,
4943
4952
  sphere_billboard: sphere_billboard,
4944
4953
  stretched_billboard: stretched_billboard,
@@ -5787,26 +5796,492 @@ ShaderTagKey._nameMap = Object.create(null);
5787
5796
  }();
5788
5797
  ShaderProgram._counter = 0;
5789
5798
 
5799
+ function _array_like_to_array(arr, len) {
5800
+ if (len == null || len > arr.length) len = arr.length;
5801
+
5802
+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
5803
+
5804
+ return arr2;
5805
+ }
5806
+
5807
+ function _unsupported_iterable_to_array(o, minLen) {
5808
+ if (!o) return;
5809
+ if (typeof o === "string") return _array_like_to_array(o, minLen);
5810
+
5811
+ var n = Object.prototype.toString.call(o).slice(8, -1);
5812
+
5813
+ if (n === "Object" && o.constructor) n = o.constructor.name;
5814
+ if (n === "Map" || n === "Set") return Array.from(n);
5815
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
5816
+ }
5817
+
5818
+ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
5819
+ var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
5820
+
5821
+ if (it) return (it = it.call(o)).next.bind(it);
5822
+ // Fallback for engines without symbol support
5823
+ if (Array.isArray(o) || (it = _unsupported_iterable_to_array(o)) || allowArrayLike && o && typeof o.length === "number") {
5824
+ if (it) o = it;
5825
+
5826
+ var i = 0;
5827
+
5828
+ return function() {
5829
+ if (i >= o.length) return { done: true };
5830
+
5831
+ return { done: false, value: o[i++] };
5832
+ };
5833
+ }
5834
+
5835
+ throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
5836
+ }
5837
+
5838
+ /**
5839
+ * Directive types for shader preprocessor instructions.
5840
+ */ var ShaderPreprocessorDirective = /*#__PURE__*/ function(ShaderPreprocessorDirective) {
5841
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Text"] = 0] = "Text";
5842
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfDef"] = 1] = "IfDef";
5843
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfNdef"] = 2] = "IfNdef";
5844
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfCmp"] = 3] = "IfCmp";
5845
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfExpr"] = 4] = "IfExpr";
5846
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Else"] = 5] = "Else";
5847
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Endif"] = 6] = "Endif";
5848
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Define"] = 7] = "Define";
5849
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["DefineVal"] = 8] = "DefineVal";
5850
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["DefineFunc"] = 9] = "DefineFunc";
5851
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Undef"] = 10] = "Undef";
5852
+ return ShaderPreprocessorDirective;
5853
+ }({});
5854
+
5855
+ /**
5856
+ * @internal
5857
+ */ var ShaderMacroProcessor = /*#__PURE__*/ function() {
5858
+ function ShaderMacroProcessor() {}
5859
+ /**
5860
+ * Evaluate a flat instruction array with active macros.
5861
+ * Macros are expanded immediately when text chunks are collected,
5862
+ * using the current macro state at that point (conforming to GLSL/C99 §6.10 standard).
5863
+ * @param instructions - Pre-parsed instruction array
5864
+ * @param macros - Active runtime macros
5865
+ * @returns Pure GLSL string with all conditionals resolved and macros expanded
5866
+ */ ShaderMacroProcessor.evaluate = function evaluate(instructions, macros) {
5867
+ var valueMacros = ShaderMacroProcessor._valueMacros;
5868
+ var funcMacros = ShaderMacroProcessor._funcMacros;
5869
+ var shaderChunks = ShaderMacroProcessor._shaderChunks;
5870
+ valueMacros.clear();
5871
+ funcMacros.clear();
5872
+ shaderChunks.length = 0;
5873
+ for(var _iterator = _create_for_of_iterator_helper_loose(macros), _step; !(_step = _iterator()).done;){
5874
+ var _step_value = _step.value, name = _step_value[0], value = _step_value[1];
5875
+ valueMacros.set(name, value);
5876
+ }
5877
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
5878
+ var index = 0;
5879
+ var length = instructions.length;
5880
+ while(index < length){
5881
+ var instruction = instructions[index];
5882
+ switch(instruction[0]){
5883
+ case ShaderPreprocessorDirective.Text:
5884
+ // Immediately expand macros using current macro state (GLSL/C99 conformant)
5885
+ shaderChunks.push(ShaderMacroProcessor._expandChunk(instruction[1], valueMacros, funcMacros));
5886
+ index++;
5887
+ break;
5888
+ case ShaderPreprocessorDirective.IfDef:
5889
+ {
5890
+ var name1 = instruction[1];
5891
+ index = valueMacros.has(name1) || funcMacros.has(name1) ? index + 1 : instruction[2];
5892
+ break;
5893
+ }
5894
+ case ShaderPreprocessorDirective.IfNdef:
5895
+ {
5896
+ var name2 = instruction[1];
5897
+ index = !valueMacros.has(name2) && !funcMacros.has(name2) ? index + 1 : instruction[2];
5898
+ break;
5899
+ }
5900
+ case ShaderPreprocessorDirective.IfCmp:
5901
+ {
5902
+ var name3 = instruction[1];
5903
+ var val = valueMacros.get(name3);
5904
+ var matched = val !== undefined && ShaderMacroProcessor._compareValues(Number(val) || 0, instruction[2], instruction[3]);
5905
+ index = matched ? index + 1 : instruction[4];
5906
+ break;
5907
+ }
5908
+ case ShaderPreprocessorDirective.IfExpr:
5909
+ index = ShaderMacroProcessor._evalCondition(instruction[1], valueMacros, funcMacros) ? index + 1 : instruction[2];
5910
+ break;
5911
+ case ShaderPreprocessorDirective.Else:
5912
+ index = instruction[1];
5913
+ break;
5914
+ case ShaderPreprocessorDirective.Endif:
5915
+ index++;
5916
+ break;
5917
+ case ShaderPreprocessorDirective.Define:
5918
+ valueMacros.set(instruction[1], "");
5919
+ index++;
5920
+ break;
5921
+ case ShaderPreprocessorDirective.DefineVal:
5922
+ valueMacros.set(instruction[1], instruction[2]);
5923
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
5924
+ index++;
5925
+ break;
5926
+ case ShaderPreprocessorDirective.DefineFunc:
5927
+ funcMacros.set(instruction[1], {
5928
+ params: instruction[2],
5929
+ body: instruction[3]
5930
+ });
5931
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
5932
+ index++;
5933
+ break;
5934
+ case ShaderPreprocessorDirective.Undef:
5935
+ valueMacros.delete(instruction[1]);
5936
+ funcMacros.delete(instruction[1]);
5937
+ index++;
5938
+ break;
5939
+ default:
5940
+ index++;
5941
+ break;
5942
+ }
5943
+ }
5944
+ return ShaderMacroProcessor._concatChunks(shaderChunks);
5945
+ };
5946
+ /**
5947
+ * Expand macros in a single text chunk using the current macro state.
5948
+ * Returns the chunk as-is if no expandable macros exist.
5949
+ */ ShaderMacroProcessor._expandChunk = function _expandChunk(chunk, valueMacros, funcMacros) {
5950
+ // Fast path: no expandable macros at this point
5951
+ if (funcMacros.size === 0) {
5952
+ var hasExpandable = false;
5953
+ for(var _iterator = _create_for_of_iterator_helper_loose(valueMacros), _step; !(_step = _iterator()).done;){
5954
+ var _step_value = _step.value, val = _step_value[1];
5955
+ if (val !== "") {
5956
+ hasExpandable = true;
5957
+ break;
5958
+ }
5959
+ }
5960
+ if (!hasExpandable) return chunk;
5961
+ }
5962
+ // Rebuild first-char filter if macros changed
5963
+ if (ShaderMacroProcessor._macroFirstCharsDirty) {
5964
+ var macroFirstChars = ShaderMacroProcessor._macroFirstChars;
5965
+ macroFirstChars.clear();
5966
+ for(var _iterator1 = _create_for_of_iterator_helper_loose(valueMacros.keys()), _step1; !(_step1 = _iterator1()).done;){
5967
+ var name = _step1.value;
5968
+ macroFirstChars.add(name.charCodeAt(0));
5969
+ }
5970
+ for(var _iterator2 = _create_for_of_iterator_helper_loose(funcMacros.keys()), _step2; !(_step2 = _iterator2()).done;){
5971
+ var name1 = _step2.value;
5972
+ macroFirstChars.add(name1.charCodeAt(0));
5973
+ }
5974
+ ShaderMacroProcessor._macroFirstCharsDirty = false;
5975
+ }
5976
+ var macroFirstChars1 = ShaderMacroProcessor._macroFirstChars;
5977
+ var expandedNames = ShaderMacroProcessor._expandedNames;
5978
+ var out = ShaderMacroProcessor._out;
5979
+ out.length = 0;
5980
+ var len = chunk.length;
5981
+ var i = 0;
5982
+ while(i < len){
5983
+ var cc = chunk.charCodeAt(i);
5984
+ if (ShaderMacroProcessor._isIdentifierStart(cc)) {
5985
+ var start = i;
5986
+ i++;
5987
+ while(i < len && ShaderMacroProcessor._isIdentifierPart(chunk.charCodeAt(i)))i++;
5988
+ // Fast path: first char not in any macro name
5989
+ if (!macroFirstChars1.has(chunk.charCodeAt(start))) {
5990
+ out.push(chunk.substring(start, i));
5991
+ continue;
5992
+ }
5993
+ var name2 = chunk.substring(start, i);
5994
+ // Try function macro
5995
+ var func = funcMacros.get(name2);
5996
+ if (func) {
5997
+ var lookAhead = i;
5998
+ while(lookAhead < len && (chunk.charCodeAt(lookAhead) === 32 /* space */ || chunk.charCodeAt(lookAhead) === 9))lookAhead++;
5999
+ if (lookAhead < len && chunk.charCodeAt(lookAhead) === 40 /* '(' */ ) {
6000
+ var args = ShaderMacroProcessor._parseFuncArgs(chunk, lookAhead);
6001
+ if (args) {
6002
+ i = args.end;
6003
+ var expanded = ShaderMacroProcessor._expandFuncBody(func, args.values);
6004
+ expandedNames.clear();
6005
+ expandedNames.add(name2);
6006
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(expanded, valueMacros, funcMacros, expandedNames));
6007
+ continue;
6008
+ }
6009
+ }
6010
+ }
6011
+ // Try value macro
6012
+ var val1 = valueMacros.get(name2);
6013
+ if (val1 !== undefined && val1 !== "") {
6014
+ expandedNames.clear();
6015
+ expandedNames.add(name2);
6016
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(val1, valueMacros, funcMacros, expandedNames));
6017
+ continue;
6018
+ }
6019
+ out.push(name2);
6020
+ continue;
6021
+ }
6022
+ // Batch collect non-identifier characters
6023
+ var batchStart = i;
6024
+ while(i < len && !ShaderMacroProcessor._isIdentifierStart(chunk.charCodeAt(i)))i++;
6025
+ out.push(chunk.substring(batchStart, i));
6026
+ }
6027
+ return out.join("");
6028
+ };
6029
+ /**
6030
+ * Recursively expand macro substitution results until no more macros remain.
6031
+ * @param macroExpansion - Intermediate text from a macro substitution that may contain further macro references
6032
+ * @param valueMacros - Current value macro definitions
6033
+ * @param funcMacros - Current function macro definitions
6034
+ * @param expandedNames - Macro names already on the expansion chain, prevents circular references (C99 §6.10.3.4)
6035
+ */ ShaderMacroProcessor._recursiveExpandMacro = function _recursiveExpandMacro(macroExpansion, valueMacros, funcMacros, expandedNames) {
6036
+ if (macroExpansion.length === 0) return macroExpansion;
6037
+ var len = macroExpansion.length;
6038
+ var out = [];
6039
+ var i = 0;
6040
+ while(i < len){
6041
+ var cc = macroExpansion.charCodeAt(i);
6042
+ if (ShaderMacroProcessor._isIdentifierStart(cc)) {
6043
+ var start = i;
6044
+ i++;
6045
+ while(i < len && ShaderMacroProcessor._isIdentifierPart(macroExpansion.charCodeAt(i)))i++;
6046
+ var name = macroExpansion.substring(start, i);
6047
+ // Skip already-expanded names (circular reference prevention)
6048
+ // Skip GL_ prefixed names (reserved GLSL built-ins, charCodes: G=71, L=76, _=95)
6049
+ if (expandedNames.has(name) || name.charCodeAt(0) === 71 && name.charCodeAt(1) === 76 && name.charCodeAt(2) === 95) {
6050
+ out.push(name);
6051
+ continue;
6052
+ }
6053
+ var func = funcMacros.get(name);
6054
+ if (func) {
6055
+ var lookAhead = i;
6056
+ while(lookAhead < len && (macroExpansion.charCodeAt(lookAhead) === 32 /* space */ || macroExpansion.charCodeAt(lookAhead) === 9))lookAhead++;
6057
+ if (lookAhead < len && macroExpansion.charCodeAt(lookAhead) === 40 /* '(' */ ) {
6058
+ var args = ShaderMacroProcessor._parseFuncArgs(macroExpansion, lookAhead);
6059
+ if (args) {
6060
+ i = args.end;
6061
+ expandedNames.add(name);
6062
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(ShaderMacroProcessor._expandFuncBody(func, args.values), valueMacros, funcMacros, expandedNames));
6063
+ expandedNames.delete(name);
6064
+ continue;
6065
+ }
6066
+ }
6067
+ }
6068
+ var val = valueMacros.get(name);
6069
+ if (val !== undefined && val !== "") {
6070
+ expandedNames.add(name);
6071
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(val, valueMacros, funcMacros, expandedNames));
6072
+ expandedNames.delete(name);
6073
+ continue;
6074
+ }
6075
+ out.push(name);
6076
+ continue;
6077
+ }
6078
+ // Batch collect non-identifier characters
6079
+ var batchStart = i;
6080
+ while(i < len && !ShaderMacroProcessor._isIdentifierStart(macroExpansion.charCodeAt(i)))i++;
6081
+ out.push(macroExpansion.substring(batchStart, i));
6082
+ }
6083
+ return out.join("");
6084
+ };
6085
+ /**
6086
+ * Substitute function macro params in body.
6087
+ */ ShaderMacroProcessor._expandFuncBody = function _expandFuncBody(func, args) {
6088
+ if (func.params.length === 0 || args.length !== func.params.length) return func.body;
6089
+ var result = func.body;
6090
+ for(var i = 0; i < func.params.length; i++){
6091
+ result = ShaderMacroProcessor._replaceWord(result, func.params[i], args[i]);
6092
+ }
6093
+ return result;
6094
+ };
6095
+ /**
6096
+ * Evaluate a compound condition tree.
6097
+ */ ShaderMacroProcessor._evalCondition = function _evalCondition(cond, valueMacros, funcMacros) {
6098
+ switch(cond.t){
6099
+ case "def":
6100
+ return valueMacros.has(cond.m) || funcMacros.has(cond.m);
6101
+ case "ndef":
6102
+ return !valueMacros.has(cond.m) && !funcMacros.has(cond.m);
6103
+ case "cmp":
6104
+ {
6105
+ var val = valueMacros.get(cond.m);
6106
+ if (val === undefined) return false;
6107
+ return ShaderMacroProcessor._compareValues(Number(val) || 0, cond.op, cond.v);
6108
+ }
6109
+ case "and":
6110
+ return ShaderMacroProcessor._evalCondition(cond.l, valueMacros, funcMacros) && ShaderMacroProcessor._evalCondition(cond.r, valueMacros, funcMacros);
6111
+ case "or":
6112
+ return ShaderMacroProcessor._evalCondition(cond.l, valueMacros, funcMacros) || ShaderMacroProcessor._evalCondition(cond.r, valueMacros, funcMacros);
6113
+ case "not":
6114
+ return !ShaderMacroProcessor._evalCondition(cond.c, valueMacros, funcMacros);
6115
+ case "bool":
6116
+ return cond.v;
6117
+ }
6118
+ };
6119
+ /**
6120
+ * Evaluate a comparison operator.
6121
+ */ ShaderMacroProcessor._compareValues = function _compareValues(numVal, op, value) {
6122
+ switch(op){
6123
+ case "==":
6124
+ return numVal === value;
6125
+ case "!=":
6126
+ return numVal !== value;
6127
+ case ">":
6128
+ return numVal > value;
6129
+ case "<":
6130
+ return numVal < value;
6131
+ case ">=":
6132
+ return numVal >= value;
6133
+ case "<=":
6134
+ return numVal <= value;
6135
+ default:
6136
+ return false;
6137
+ }
6138
+ };
6139
+ /**
6140
+ * Parse function macro call arguments.
6141
+ * Returns reusable static result object to avoid allocation.
6142
+ */ ShaderMacroProcessor._parseFuncArgs = function _parseFuncArgs(text, openParen) {
6143
+ var result = ShaderMacroProcessor._parsedFuncArgs;
6144
+ result.values.length = 0;
6145
+ var level = 1;
6146
+ var argStart = openParen + 1;
6147
+ var k = argStart;
6148
+ var len = text.length;
6149
+ while(k < len && level > 0){
6150
+ var cc = text.charCodeAt(k);
6151
+ if (cc === 40 /* '(' */ ) {
6152
+ level++;
6153
+ } else if (cc === 41 /* ')' */ ) {
6154
+ if (--level === 0) {
6155
+ var arg = text.substring(argStart, k).trim();
6156
+ if (arg.length > 0 || result.values.length > 0) result.values.push(arg);
6157
+ result.end = k + 1;
6158
+ return result;
6159
+ }
6160
+ } else if (cc === 44 /* ',' */ && level === 1) {
6161
+ result.values.push(text.substring(argStart, k).trim());
6162
+ argStart = k + 1;
6163
+ }
6164
+ k++;
6165
+ }
6166
+ return null;
6167
+ };
6168
+ /**
6169
+ * Replace all whole-word occurrences of `word` in `text` with `replacement`.
6170
+ */ ShaderMacroProcessor._replaceWord = function _replaceWord(text, word, replacement) {
6171
+ var wLen = word.length;
6172
+ var parts = ShaderMacroProcessor._replaceWordParts;
6173
+ parts.length = 0;
6174
+ var start = 0;
6175
+ var idx = text.indexOf(word, start);
6176
+ while(idx !== -1){
6177
+ if (idx > 0 && ShaderMacroProcessor._isIdentifierPart(text.charCodeAt(idx - 1))) {
6178
+ idx = text.indexOf(word, idx + 1);
6179
+ continue;
6180
+ }
6181
+ var afterIdx = idx + wLen;
6182
+ if (afterIdx < text.length && ShaderMacroProcessor._isIdentifierPart(text.charCodeAt(afterIdx))) {
6183
+ idx = text.indexOf(word, idx + 1);
6184
+ continue;
6185
+ }
6186
+ parts.push(text.substring(start, idx));
6187
+ parts.push(replacement);
6188
+ start = afterIdx;
6189
+ idx = text.indexOf(word, start);
6190
+ }
6191
+ if (start === 0) return text;
6192
+ parts.push(text.substring(start));
6193
+ return parts.join("");
6194
+ };
6195
+ /**
6196
+ * Concatenate shader chunks with consecutive blank lines collapsed to a single newline.
6197
+ */ ShaderMacroProcessor._concatChunks = function _concatChunks(shaderChunks) {
6198
+ var out = ShaderMacroProcessor._out;
6199
+ out.length = 0;
6200
+ var lastNewline = false;
6201
+ for(var p = 0; p < shaderChunks.length; p++){
6202
+ var text = shaderChunks[p];
6203
+ var len = text.length;
6204
+ var i = 0;
6205
+ while(i < len){
6206
+ if (text.charCodeAt(i) === 10 /* \n */ ) {
6207
+ if (!lastNewline) {
6208
+ out.push("\n");
6209
+ lastNewline = true;
6210
+ }
6211
+ i++;
6212
+ while(i < len){
6213
+ var c = text.charCodeAt(i);
6214
+ if (c === 32 /* space */ || c === 9 /* tab */ || c === 10 /* \n */ ) i++;
6215
+ else break;
6216
+ }
6217
+ } else {
6218
+ var batchStart = i;
6219
+ while(i < len && text.charCodeAt(i) !== 10 /* \n */ )i++;
6220
+ out.push(text.substring(batchStart, i));
6221
+ lastNewline = false;
6222
+ }
6223
+ }
6224
+ }
6225
+ return out.join("");
6226
+ };
6227
+ /**
6228
+ * Check if char code is a valid identifier start.
6229
+ * Matches: [A-Z] | [a-z] | _
6230
+ */ ShaderMacroProcessor._isIdentifierStart = function _isIdentifierStart(charCode) {
6231
+ return charCode >= 65 && charCode <= 90 || charCode >= 97 && charCode <= 122 || charCode === 95;
6232
+ };
6233
+ /**
6234
+ * Check if char code is a valid identifier part.
6235
+ * Matches: [A-Z] | [a-z] | [0-9] | _
6236
+ */ ShaderMacroProcessor._isIdentifierPart = function _isIdentifierPart(charCode) {
6237
+ return charCode >= 65 && charCode <= 90 || charCode >= 97 && charCode <= 122 || charCode >= 48 && charCode <= 57 || charCode === 95;
6238
+ };
6239
+ return ShaderMacroProcessor;
6240
+ }();
6241
+ ShaderMacroProcessor._valueMacros = new Map();
6242
+ ShaderMacroProcessor._funcMacros = new Map();
6243
+ ShaderMacroProcessor._shaderChunks = [];
6244
+ ShaderMacroProcessor._out = [];
6245
+ ShaderMacroProcessor._expandedNames = new Set();
6246
+ ShaderMacroProcessor._macroFirstChars = new Set();
6247
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
6248
+ ShaderMacroProcessor._replaceWordParts = [];
6249
+ ShaderMacroProcessor._parsedFuncArgs = {
6250
+ values: [],
6251
+ end: 0
6252
+ };
6253
+
5790
6254
  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 ";
5791
6255
  /**
5792
6256
  * Shader pass containing vertex and fragment source.
5793
6257
  */ var ShaderPass = /*#__PURE__*/ function(ShaderPart) {
5794
6258
  _inherits(ShaderPass, ShaderPart);
5795
- function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSource, fragmentSourceOrTags, tags) {
6259
+ function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSourceOrInstructions, fragmentSourceOrTags, tagsOrPlatformTarget, tags) {
5796
6260
  var _this;
5797
6261
  _this = ShaderPart.call(this) || this, /** @internal */ _this._shaderPassId = 0, /** @internal */ _this._renderStateDataMap = {}, /** @internal */ _this._shaderProgramPools = [];
5798
6262
  _this._shaderPassId = ShaderPass._shaderPassCounter++;
5799
- if (typeof fragmentSourceOrTags === "string") {
6263
+ if (Array.isArray(vertexSourceOrFragmentSourceOrInstructions)) {
6264
+ // Instructions overload: (name, vertexInst, fragInst, platformTarget, tags?)
5800
6265
  _this._name = nameOrVertexSource;
5801
- _this._vertexSource = vertexSourceOrFragmentSource;
5802
- _this._fragmentSource = fragmentSourceOrTags;
6266
+ _this._vertexShaderInstructions = vertexSourceOrFragmentSourceOrInstructions;
6267
+ _this._fragmentShaderInstructions = fragmentSourceOrTags;
6268
+ _this._platformTarget = tagsOrPlatformTarget;
5803
6269
  tags = _extends({
5804
6270
  pipelineStage: PipelineStage.Forward
5805
6271
  }, tags);
6272
+ } else if (typeof fragmentSourceOrTags === "string") {
6273
+ // Named overload: (name, vertexSource, fragmentSource, tags?)
6274
+ _this._name = nameOrVertexSource;
6275
+ _this._vertexSource = vertexSourceOrFragmentSourceOrInstructions;
6276
+ _this._fragmentSource = fragmentSourceOrTags;
6277
+ tags = _extends({
6278
+ pipelineStage: PipelineStage.Forward
6279
+ }, tagsOrPlatformTarget);
5806
6280
  } else {
6281
+ // Unnamed overload: (vertexSource, fragmentSource, tags?)
5807
6282
  _this._name = "Default";
5808
6283
  _this._vertexSource = nameOrVertexSource;
5809
- _this._fragmentSource = vertexSourceOrFragmentSource;
6284
+ _this._fragmentSource = vertexSourceOrFragmentSourceOrInstructions;
5810
6285
  tags = _extends({
5811
6286
  pipelineStage: PipelineStage.Forward
5812
6287
  }, fragmentSourceOrTags);
@@ -5842,15 +6317,16 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
5842
6317
  shaderProgramPools.length = 0;
5843
6318
  };
5844
6319
  _proto._getCanonicalShaderProgram = function _getCanonicalShaderProgram(engine, macroCollection) {
5845
- if (this._platformTarget != undefined) {
5846
- return this._getShaderLabProgram(engine, macroCollection);
5847
- }
5848
- var _ShaderFactory_compilePlatformSource = ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource), vertexSource = _ShaderFactory_compilePlatformSource.vertexSource, fragmentSource = _ShaderFactory_compilePlatformSource.fragmentSource;
6320
+ var _ref = this._platformTarget != undefined ? this._compileShaderLabSource(engine, macroCollection) : this._compilePlatformSource(engine, macroCollection), vertexSource = _ref.vertexSource, fragmentSource = _ref.fragmentSource;
5849
6321
  return new ShaderProgram(engine, vertexSource, fragmentSource);
5850
6322
  };
5851
- _proto._getShaderLabProgram = function _getShaderLabProgram(engine, macroCollection) {
6323
+ _proto._compilePlatformSource = function _compilePlatformSource(engine, macroCollection) {
6324
+ return ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource);
6325
+ };
6326
+ _proto._compileShaderLabSource = function _compileShaderLabSource(engine, macroCollection) {
5852
6327
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
5853
- var shaderMacroList = new Array();
6328
+ var shaderMacroList = ShaderPass._shaderMacroList;
6329
+ shaderMacroList.length = 0;
5854
6330
  ShaderMacro._getMacrosElements(macroCollection, shaderMacroList);
5855
6331
  shaderMacroList.push(ShaderMacro.getByName(isWebGL2 ? "GRAPHICS_API_WEBGL2" : "GRAPHICS_API_WEBGL1"));
5856
6332
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) {
@@ -5859,23 +6335,31 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
5859
6335
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
5860
6336
  shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES"));
5861
6337
  }
5862
- var noIncludeVertex = ShaderFactory.parseIncludes(this._vertexSource);
5863
- var noIncludeFrag = ShaderFactory.parseIncludes(this._fragmentSource);
5864
- noIncludeVertex = Shader._shaderLab._parseMacros(noIncludeVertex, shaderMacroList);
5865
- noIncludeFrag = Shader._shaderLab._parseMacros(noIncludeFrag, shaderMacroList);
6338
+ var macroMap = ShaderPass._macroMap;
6339
+ macroMap.clear();
6340
+ for(var i = 0, n = shaderMacroList.length; i < n; i++){
6341
+ var macro = shaderMacroList[i];
6342
+ var _macro_value;
6343
+ macroMap.set(macro.name, (_macro_value = macro.value) != null ? _macro_value : "");
6344
+ }
6345
+ var vertexSource = ShaderMacroProcessor.evaluate(this._vertexShaderInstructions, macroMap);
6346
+ var fragmentSource = ShaderMacroProcessor.evaluate(this._fragmentShaderInstructions, macroMap);
5866
6347
  if (isWebGL2 && this._platformTarget === ShaderLanguage.GLSLES100) {
5867
- noIncludeVertex = ShaderFactory.convertTo300(noIncludeVertex);
5868
- noIncludeFrag = ShaderFactory.convertTo300(noIncludeFrag, true);
6348
+ vertexSource = ShaderFactory.convertTo300(vertexSource);
6349
+ fragmentSource = ShaderFactory.convertTo300(fragmentSource, true);
5869
6350
  }
5870
6351
  var versionStr = isWebGL2 ? "#version 300 es" : "#version 100";
5871
- var vertexSource = " " + versionStr + "\n " + noIncludeVertex + "\n ";
5872
- var fragmentSource = " " + versionStr + "\n " + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + "\n " + precisionStr + "\n " + noIncludeFrag + "\n ";
5873
- return new ShaderProgram(engine, vertexSource, fragmentSource);
6352
+ return {
6353
+ vertexSource: " " + versionStr + "\n " + vertexSource + "\n ",
6354
+ fragmentSource: " " + versionStr + "\n " + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + "\n " + precisionStr + "\n " + fragmentSource + "\n "
6355
+ };
5874
6356
  };
5875
6357
  return ShaderPass;
5876
6358
  }(ShaderPart);
5877
6359
  /** @internal */ ShaderPass._shaderPassCounter = 0;
5878
6360
  /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
6361
+ ShaderPass._shaderMacroList = [];
6362
+ ShaderPass._macroMap = new Map();
5879
6363
 
5880
6364
  /**
5881
6365
  * Sub shader.
@@ -6624,36 +7108,14 @@ __decorate([
6624
7108
  var subShaderList = shaderSource.subShaders.map(function(subShaderSource) {
6625
7109
  var passList = subShaderSource.passes.map(function(passSource) {
6626
7110
  if (passSource.isUsePass) {
6627
- var _Shader_find_subShaders_find, _Shader_find;
6628
- var _passSource_name_split = passSource.name.split("/"), shaderName = _passSource_name_split[0], subShaderName = _passSource_name_split[1], passName = _passSource_name_split[2];
6629
- return (_Shader_find = Shader.find(shaderName)) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
6630
- return subShader.name === subShaderName;
6631
- })) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
6632
- return pass.name === passName;
6633
- });
7111
+ return Shader._resolveUsePass(passSource.name);
6634
7112
  }
6635
7113
  var shaderPassSource = Shader._shaderLab._parseShaderPass(passSource.contents, passSource.vertexEntry, passSource.fragmentEntry, vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget, new URL(fragmentSourceOrPath != null ? fragmentSourceOrPath : "", ShaderPass._shaderRootPath).href);
6636
7114
  if (!shaderPassSource) {
6637
7115
  throw 'Shader pass "' + shaderSource.name + "." + subShaderSource.name + "." + passSource.name + '" parse failed, please check the shader source code.';
6638
7116
  }
6639
- var shaderPass = new ShaderPass(passSource.name, shaderPassSource.vertex, shaderPassSource.fragment, passSource.tags);
6640
- shaderPass._platformTarget = vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget;
6641
- var _passSource_renderStates = passSource.renderStates, constantMap = _passSource_renderStates.constantMap, variableMap = _passSource_renderStates.variableMap;
6642
- // Compatible shader lab no render state use material `renderState` to modify render state
6643
- if (Object.keys(constantMap).length > 0 || Object.keys(variableMap).length > 0) {
6644
- // Parse const render state
6645
- var renderState = new RenderState();
6646
- for(var k in constantMap){
6647
- Shader._applyConstRenderStates(renderState, +k, constantMap[k]);
6648
- }
6649
- shaderPass._renderState = renderState;
6650
- // Parse variable render state
6651
- var renderStateDataMap = {};
6652
- for(var k1 in variableMap){
6653
- renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
6654
- }
6655
- shaderPass._renderStateDataMap = renderStateDataMap;
6656
- }
7117
+ var shaderPass = new ShaderPass(passSource.name, shaderPassSource.vertexShaderInstructions, shaderPassSource.fragmentShaderInstructions, vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget, passSource.tags);
7118
+ Shader._applyRenderStates(shaderPass, passSource.renderStates.constantMap, passSource.renderStates.variableMap, false);
6657
7119
  return shaderPass;
6658
7120
  });
6659
7121
  return new SubShader(subShaderSource.name, passList, subShaderSource.tags);
@@ -6698,6 +7160,29 @@ __decorate([
6698
7160
  };
6699
7161
  /**
6700
7162
  * @internal
7163
+ */ Shader._createFromPrecompiled = function _createFromPrecompiled(data) {
7164
+ var shaderMap = Shader._shaderMap;
7165
+ if (shaderMap[data.name]) {
7166
+ console.error('Shader named "' + data.name + '" already exists.');
7167
+ return;
7168
+ }
7169
+ var subShaderList = data.subShaders.map(function(subData) {
7170
+ var passList = subData.passes.map(function(passData) {
7171
+ if (passData.isUsePass) {
7172
+ return Shader._resolveUsePass(passData.name);
7173
+ }
7174
+ var shaderPass = new ShaderPass(passData.name, passData.vertexShaderInstructions, passData.fragmentShaderInstructions, data.platformTarget, passData.tags);
7175
+ Shader._applyRenderStates(shaderPass, passData.renderStates.constantMap, passData.renderStates.variableMap, true);
7176
+ return shaderPass;
7177
+ });
7178
+ return new SubShader(subData.name, passList, subData.tags);
7179
+ });
7180
+ var shader = new Shader(data.name, subShaderList);
7181
+ shaderMap[data.name] = shader;
7182
+ return shader;
7183
+ };
7184
+ /**
7185
+ * @internal
6701
7186
  */ Shader._clear = function _clear(engine) {
6702
7187
  var shaderMap = Shader._shaderMap;
6703
7188
  for(var key in shaderMap){
@@ -6718,6 +7203,34 @@ __decorate([
6718
7203
  }
6719
7204
  }
6720
7205
  };
7206
+ Shader._resolveUsePass = function _resolveUsePass(passName) {
7207
+ var _Shader_find_subShaders_find, _Shader_find;
7208
+ var _passName_split = passName.split("/"), shaderName = _passName_split[0], subShaderName = _passName_split[1], passNamePart = _passName_split[2];
7209
+ return (_Shader_find = Shader.find(shaderName)) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
7210
+ return subShader.name === subShaderName;
7211
+ })) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
7212
+ return pass.name === passNamePart;
7213
+ });
7214
+ };
7215
+ Shader._applyRenderStates = function _applyRenderStates(shaderPass, constantMap, variableMap, deserializeColor) {
7216
+ if (Object.keys(constantMap).length > 0 || Object.keys(variableMap).length > 0) {
7217
+ var renderState = new RenderState();
7218
+ for(var k in constantMap){
7219
+ var value = constantMap[k];
7220
+ if (deserializeColor && Array.isArray(value)) {
7221
+ Shader._applyConstRenderStates(renderState, +k, new engineMath.Color(value[0], value[1], value[2], value[3]));
7222
+ } else {
7223
+ Shader._applyConstRenderStates(renderState, +k, value);
7224
+ }
7225
+ }
7226
+ shaderPass._renderState = renderState;
7227
+ var renderStateDataMap = {};
7228
+ for(var k1 in variableMap){
7229
+ renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
7230
+ }
7231
+ shaderPass._renderStateDataMap = renderStateDataMap;
7232
+ }
7233
+ };
6721
7234
  Shader._applyConstRenderStates = function _applyConstRenderStates(renderState, key, value) {
6722
7235
  switch(key){
6723
7236
  case RenderStateElementKey.BlendStateEnabled0:
@@ -9158,7 +9671,15 @@ exports.Camera = /*#__PURE__*/ function(Component) {
9158
9671
  */ _proto._getInvViewProjMat = function _getInvViewProjMat() {
9159
9672
  if (this._isInvViewProjDirty.flag) {
9160
9673
  this._isInvViewProjDirty.flag = false;
9161
- engineMath.Matrix.multiply(this._entity.transform.worldMatrix, this._getInverseProjectionMatrix(), this._invViewProjMat);
9674
+ var matrix = this._invViewProjMat;
9675
+ if (this._isCustomViewMatrix) {
9676
+ engineMath.Matrix.invert(this.viewMatrix, matrix);
9677
+ } else {
9678
+ // Ignore scale, consistent with viewMatrix getter
9679
+ var transform = this._entity.transform;
9680
+ engineMath.Matrix.rotationTranslation(transform.worldRotationQuaternion, transform.worldPosition, matrix);
9681
+ }
9682
+ matrix.multiply(this._getInverseProjectionMatrix());
9162
9683
  }
9163
9684
  return this._invViewProjMat;
9164
9685
  };
@@ -22447,7 +22968,7 @@ __decorate([
22447
22968
  deepClone
22448
22969
  ], Skin.prototype, "inverseBindMatrices", void 0);
22449
22970
  __decorate([
22450
- ignoreClone
22971
+ deepClone
22451
22972
  ], Skin.prototype, "_skinMatrices", void 0);
22452
22973
  __decorate([
22453
22974
  ignoreClone
@@ -23447,7 +23968,10 @@ var ComponentCloner = /*#__PURE__*/ function() {
23447
23968
  _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
23448
23969
  var activeChangedComponents = this._activeChangedComponents;
23449
23970
  for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
23450
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
23971
+ var component = activeChangedComponents[i];
23972
+ // Skip components whose scene was already cleared by an earlier callback's removeChild
23973
+ if (!isActive && !component._entity._scene) continue;
23974
+ component._setActive(isActive, activeChangeFlag);
23451
23975
  }
23452
23976
  this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
23453
23977
  this._activeChangedComponents = null;
@@ -23467,18 +23991,19 @@ var ComponentCloner = /*#__PURE__*/ function() {
23467
23991
  }
23468
23992
  };
23469
23993
  _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
23994
+ // Children-first, reverse traversal for safe removeChild during callbacks
23995
+ var children = this._children;
23996
+ for(var i = children.length - 1; i >= 0; i--){
23997
+ var child = children[i];
23998
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
23999
+ }
23470
24000
  activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
23471
24001
  activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
23472
24002
  var components = this._components;
23473
- for(var i = 0, n = components.length; i < n; i++){
23474
- var component = components[i];
24003
+ for(var i1 = 0, n = components.length; i1 < n; i1++){
24004
+ var component = components[i1];
23475
24005
  component.enabled && activeChangedComponents.push(component);
23476
24006
  }
23477
- var children = this._children;
23478
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
23479
- var child = children[i1];
23480
- child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
23481
- }
23482
24007
  };
23483
24008
  _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
23484
24009
  target = Math.min(target, sibling.length - 1);
@@ -24158,8 +24683,7 @@ PrimitiveChunk.subMeshPool = new ReturnableObjectPool(SubMesh, 10);
24158
24683
  /** Plain text. */ AssetType["Text"] = "Text";
24159
24684
  /** JSON. */ AssetType["JSON"] = "JSON";
24160
24685
  /** ArrayBuffer. */ AssetType["Buffer"] = "Buffer";
24161
- /** 2D Texture. */ AssetType["Texture2D"] = "Texture2D";
24162
- /** Cube Texture. */ AssetType["TextureCube"] = "TextureCube";
24686
+ /** Texture. */ AssetType["Texture"] = "Texture";
24163
24687
  /** Material. */ AssetType["Material"] = "Material";
24164
24688
  /** Shader. */ AssetType["Shader"] = "Shader";
24165
24689
  /** Mesh. */ AssetType["Mesh"] = "Mesh";
@@ -26391,7 +26915,7 @@ var depthOnlyVs = "#define MATERIAL_OMIT_NORMAL\n#include <common>\n#include <co
26391
26915
 
26392
26916
  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
26393
26917
 
26394
- 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
26918
+ 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#include <noise_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
26395
26919
 
26396
26920
  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
26397
26921
 
@@ -26405,7 +26929,7 @@ var shadowMapVs = "#include <common>\n#include <common_vert>\n#include <blendSha
26405
26929
 
26406
26930
  var skyboxFs = "#include <common>\nuniform samplerCube material_CubeTexture;\n\nvarying vec3 v_cubeUV;\nuniform float material_Exposure;\nuniform vec4 material_TintColor;\n\nvoid main() {\n vec4 textureColor = textureCube( material_CubeTexture, v_cubeUV );\n\n #ifdef ENGINE_NO_SRGB\n textureColor = sRGBToLinear(textureColor);\n #endif\n\n textureColor.rgb *= material_Exposure * material_TintColor.rgb;\n \n gl_FragColor = textureColor;\n}\n"; // eslint-disable-line
26407
26931
 
26408
- var skyboxVs = "#include <common_vert>\n\nuniform mat4 camera_VPMat;\n\nvarying vec3 v_cubeUV;\nuniform float material_Rotation;\n\nvec4 rotateY(vec4 v, float angle) {\n\tconst float deg2rad = 3.1415926 / 180.0;\n\tfloat radian = angle * deg2rad;\n\tfloat sina = sin(radian);\n\tfloat cosa = cos(radian);\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\n\treturn vec4(m * v.xz, v.yw).xzyw;\n}\n\nvoid main() {\n v_cubeUV = vec3( -POSITION.x, POSITION.yz ); // TextureCube is left-hand,so x need inverse\n gl_Position = camera_VPMat * rotateY(vec4(POSITION, 1.0), material_Rotation);\n}\n"; // eslint-disable-line
26932
+ var skyboxVs = "#include <common_vert>\n\nuniform mat4 camera_VPMat;\n\nvarying vec3 v_cubeUV;\nuniform float material_Rotation;\n\nvec4 rotateY(vec4 v, float angle) {\n\tconst float deg2rad = 3.1415926 / 180.0;\n\tfloat radian = angle * deg2rad;\n\tfloat sina = sin(radian);\n\tfloat cosa = cos(radian);\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\n\treturn vec4(m * v.xz, v.yw).xzyw;\n}\n\nvoid main() {\n v_cubeUV = POSITION;\n gl_Position = camera_VPMat * rotateY(vec4(POSITION, 1.0), material_Rotation);\n}\n"; // eslint-disable-line
26409
26933
 
26410
26934
  var spriteMaskFs = "uniform sampler2D renderer_MaskTexture;\nuniform float renderer_MaskAlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main()\n{\n vec4 color = texture2D(renderer_MaskTexture, v_uv);\n if (color.a < renderer_MaskAlphaCutoff) {\n discard;\n }\n\n gl_FragColor = color;\n}\n"; // eslint-disable-line
26411
26935
 
@@ -28861,45 +29385,6 @@ Scene._fogColorProperty = ShaderProperty.getByName("scene_FogColor");
28861
29385
  Scene._fogParamsProperty = ShaderProperty.getByName("scene_FogParams");
28862
29386
  Scene._prefilterdDFGProperty = ShaderProperty.getByName("scene_PrefilteredDFG");
28863
29387
 
28864
- function _array_like_to_array(arr, len) {
28865
- if (len == null || len > arr.length) len = arr.length;
28866
-
28867
- for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
28868
-
28869
- return arr2;
28870
- }
28871
-
28872
- function _unsupported_iterable_to_array(o, minLen) {
28873
- if (!o) return;
28874
- if (typeof o === "string") return _array_like_to_array(o, minLen);
28875
-
28876
- var n = Object.prototype.toString.call(o).slice(8, -1);
28877
-
28878
- if (n === "Object" && o.constructor) n = o.constructor.name;
28879
- if (n === "Map" || n === "Set") return Array.from(n);
28880
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
28881
- }
28882
-
28883
- function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
28884
- var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
28885
-
28886
- if (it) return (it = it.call(o)).next.bind(it);
28887
- // Fallback for engines without symbol support
28888
- if (Array.isArray(o) || (it = _unsupported_iterable_to_array(o)) || allowArrayLike && o && typeof o.length === "number") {
28889
- if (it) o = it;
28890
-
28891
- var i = 0;
28892
-
28893
- return function() {
28894
- if (i >= o.length) return { done: true };
28895
-
28896
- return { done: false, value: o[i++] };
28897
- };
28898
- }
28899
-
28900
- throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
28901
- }
28902
-
28903
29388
  /**
28904
29389
  * Script class, used for logic writing.
28905
29390
  */ var Script = /*#__PURE__*/ function(Component) {
@@ -33294,7 +33779,7 @@ var ParticleStopMode = /*#__PURE__*/ function(ParticleStopMode) {
33294
33779
  _inherits(ParticleRenderer, Renderer);
33295
33780
  function ParticleRenderer(entity) {
33296
33781
  var _this;
33297
- _this = Renderer.call(this, entity) || this, /** Specifies how much particles stretch depending on their velocity. */ _this.velocityScale = 0, /** How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width. */ _this.lengthScale = 2, /** The pivot of particle. */ _this.pivot = new engineMath.Vector3(), /** @internal */ _this._generatorBounds = new engineMath.BoundingBox(), /** @internal */ _this._transformedBounds = new engineMath.BoundingBox();
33782
+ _this = Renderer.call(this, entity) || this, /** Specifies how much particles stretch depending on their velocity. */ _this.velocityScale = 0, /** How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width. */ _this.lengthScale = 2, /** The pivot of particle. */ _this.pivot = new engineMath.Vector3(), /** @internal */ _this._generatorBounds = new engineMath.BoundingBox(), /** @internal */ _this._transformedBounds = new engineMath.BoundingBox(), _this._renderMode = ParticleRenderMode.Billboard;
33298
33783
  _this._onGeneratorParamsChanged = _this._onGeneratorParamsChanged.bind(_this);
33299
33784
  _this.generator = new ParticleGenerator(_this);
33300
33785
  _this._currentRenderModeMacro = ParticleRenderer._billboardModeMacro;
@@ -33900,6 +34385,7 @@ ParticleTransformFeedbackSimulator._deltaTimeProperty = ShaderProperty.getByName
33900
34385
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["GravityModifier"] = 2759560269] = "GravityModifier";
33901
34386
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["ForceOverLifetime"] = 3875246972] = "ForceOverLifetime";
33902
34387
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["LimitVelocityOverLifetime"] = 3047300990] = "LimitVelocityOverLifetime";
34388
+ ParticleRandomSubSeeds[ParticleRandomSubSeeds["Noise"] = 4105357473] = "Noise";
33903
34389
  return ParticleRandomSubSeeds;
33904
34390
  }({});
33905
34391
 
@@ -35283,7 +35769,7 @@ __decorate([
35283
35769
  return;
35284
35770
  }
35285
35771
  this._enabled = value;
35286
- this._generator._setTransformFeedback(value);
35772
+ this._generator._setTransformFeedback();
35287
35773
  this._generator._renderer._onGeneratorParamsChanged();
35288
35774
  }
35289
35775
  }
@@ -36229,6 +36715,298 @@ __decorate([
36229
36715
  ignoreClone
36230
36716
  ], TextureSheetAnimationModule.prototype, "_onTilingChanged", null);
36231
36717
 
36718
+ /**
36719
+ * Noise module for particle system.
36720
+ * Adds simplex noise-based turbulence displacement to particles.
36721
+ */ var NoiseModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
36722
+ _inherits(NoiseModule, ParticleGeneratorModule);
36723
+ function NoiseModule(generator) {
36724
+ var _this;
36725
+ _this = ParticleGeneratorModule.call(this, generator) || this, /** @internal */ _this._noiseRand = new engineMath.Rand(0, ParticleRandomSubSeeds.Noise), _this._noiseParams = new engineMath.Vector4(), _this._noiseOctaveParams = new engineMath.Vector4(), _this._strengthMinConst = new engineMath.Vector3(), _this._scrollSpeed = 0, _this._separateAxes = false, _this._frequency = 0.5, _this._octaveCount = 1, _this._octaveIntensityMultiplier = 0.5, _this._octaveFrequencyMultiplier = 2.0;
36726
+ _this.strengthX = new ParticleCompositeCurve(1);
36727
+ _this.strengthY = new ParticleCompositeCurve(1);
36728
+ _this.strengthZ = new ParticleCompositeCurve(1);
36729
+ return _this;
36730
+ }
36731
+ var _proto = NoiseModule.prototype;
36732
+ /**
36733
+ * @internal
36734
+ */ _proto._updateShaderData = function _updateShaderData(shaderData) {
36735
+ var enabledMacro = null;
36736
+ var strengthCurveMacro = null;
36737
+ var strengthIsRandomTwoMacro = null;
36738
+ var separateAxesMacro = null;
36739
+ if (this.enabled) {
36740
+ enabledMacro = NoiseModule._enabledMacro;
36741
+ var strengthX = this._strengthX;
36742
+ var strengthY = this._strengthY;
36743
+ var strengthZ = this._strengthZ;
36744
+ var separateAxes = this._separateAxes;
36745
+ // Determine strength curve mode (following SOL pattern)
36746
+ var isRandomCurveMode = separateAxes ? strengthX.mode === ParticleCurveMode.TwoCurves && strengthY.mode === ParticleCurveMode.TwoCurves && strengthZ.mode === ParticleCurveMode.TwoCurves : strengthX.mode === ParticleCurveMode.TwoCurves;
36747
+ var isCurveMode = isRandomCurveMode || (separateAxes ? strengthX.mode === ParticleCurveMode.Curve && strengthY.mode === ParticleCurveMode.Curve && strengthZ.mode === ParticleCurveMode.Curve : strengthX.mode === ParticleCurveMode.Curve);
36748
+ var isRandomConstMode = separateAxes ? strengthX.mode === ParticleCurveMode.TwoConstants && strengthY.mode === ParticleCurveMode.TwoConstants && strengthZ.mode === ParticleCurveMode.TwoConstants : strengthX.mode === ParticleCurveMode.TwoConstants;
36749
+ // noiseParams.w = frequency (always needed)
36750
+ var noiseParams = this._noiseParams;
36751
+ if (isCurveMode) {
36752
+ // Curve/TwoCurves: encode curve data as float arrays
36753
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveXProperty, strengthX.curveMax._getTypeArray());
36754
+ if (separateAxes) {
36755
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveYProperty, strengthY.curveMax._getTypeArray());
36756
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveZProperty, strengthZ.curveMax._getTypeArray());
36757
+ }
36758
+ if (isRandomCurveMode) {
36759
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveXProperty, strengthX.curveMin._getTypeArray());
36760
+ if (separateAxes) {
36761
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveYProperty, strengthY.curveMin._getTypeArray());
36762
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveZProperty, strengthZ.curveMin._getTypeArray());
36763
+ }
36764
+ strengthIsRandomTwoMacro = NoiseModule._strengthIsRandomTwoMacro;
36765
+ }
36766
+ strengthCurveMacro = NoiseModule._strengthCurveMacro;
36767
+ // xyz unused in curve mode, just set frequency
36768
+ noiseParams.set(0, 0, 0, this._frequency);
36769
+ } else {
36770
+ // Constant/TwoConstants: pack strength into noiseParams.xyz
36771
+ if (separateAxes) {
36772
+ noiseParams.set(strengthX.constantMax, strengthY.constantMax, strengthZ.constantMax, this._frequency);
36773
+ } else {
36774
+ var s = strengthX.constantMax;
36775
+ noiseParams.set(s, s, s, this._frequency);
36776
+ }
36777
+ if (isRandomConstMode) {
36778
+ var minConst = this._strengthMinConst;
36779
+ if (separateAxes) {
36780
+ minConst.set(strengthX.constantMin, strengthY.constantMin, strengthZ.constantMin);
36781
+ } else {
36782
+ var sMin = strengthX.constantMin;
36783
+ minConst.set(sMin, sMin, sMin);
36784
+ }
36785
+ shaderData.setVector3(NoiseModule._strengthMinConstProperty, minConst);
36786
+ strengthIsRandomTwoMacro = NoiseModule._strengthIsRandomTwoMacro;
36787
+ }
36788
+ }
36789
+ shaderData.setVector4(NoiseModule._noiseProperty, noiseParams);
36790
+ if (separateAxes) {
36791
+ separateAxesMacro = NoiseModule._separateAxesMacro;
36792
+ }
36793
+ var noiseOctaveParams = this._noiseOctaveParams;
36794
+ noiseOctaveParams.set(this._scrollSpeed, this._octaveCount, this._octaveIntensityMultiplier, this._octaveFrequencyMultiplier);
36795
+ shaderData.setVector4(NoiseModule._noiseOctaveProperty, noiseOctaveParams);
36796
+ }
36797
+ this._enabledModuleMacro = this._enableMacro(shaderData, this._enabledModuleMacro, enabledMacro);
36798
+ this._strengthCurveModeMacro = this._enableMacro(shaderData, this._strengthCurveModeMacro, strengthCurveMacro);
36799
+ this._strengthIsRandomTwoModeMacro = this._enableMacro(shaderData, this._strengthIsRandomTwoModeMacro, strengthIsRandomTwoMacro);
36800
+ this._separateAxesModeMacro = this._enableMacro(shaderData, this._separateAxesModeMacro, separateAxesMacro);
36801
+ };
36802
+ /**
36803
+ * @internal
36804
+ */ _proto._resetRandomSeed = function _resetRandomSeed(seed) {
36805
+ this._noiseRand.reset(seed, ParticleRandomSubSeeds.Noise);
36806
+ };
36807
+ _create_class(NoiseModule, [
36808
+ {
36809
+ key: "separateAxes",
36810
+ get: /**
36811
+ * Specifies whether the strength is separate on each axis, when disabled, only `strength` is used.
36812
+ */ function get() {
36813
+ return this._separateAxes;
36814
+ },
36815
+ set: function set(value) {
36816
+ if (value !== this._separateAxes) {
36817
+ this._separateAxes = value;
36818
+ this._generator._renderer._onGeneratorParamsChanged();
36819
+ }
36820
+ }
36821
+ },
36822
+ {
36823
+ key: "strengthX",
36824
+ get: /**
36825
+ * Noise strength. When `separateAxes` is disabled, applies to all axes.
36826
+ * When `separateAxes` is enabled, applies only to x axis.
36827
+ */ function get() {
36828
+ return this._strengthX;
36829
+ },
36830
+ set: function set(value) {
36831
+ var lastValue = this._strengthX;
36832
+ if (value !== lastValue) {
36833
+ this._strengthX = value;
36834
+ this._onCompositeCurveChange(lastValue, value);
36835
+ }
36836
+ }
36837
+ },
36838
+ {
36839
+ key: "strengthY",
36840
+ get: /**
36841
+ * Noise strength for y axis, used when `separateAxes` is enabled.
36842
+ */ function get() {
36843
+ return this._strengthY;
36844
+ },
36845
+ set: function set(value) {
36846
+ var lastValue = this._strengthY;
36847
+ if (value !== lastValue) {
36848
+ this._strengthY = value;
36849
+ this._onCompositeCurveChange(lastValue, value);
36850
+ }
36851
+ }
36852
+ },
36853
+ {
36854
+ key: "strengthZ",
36855
+ get: /**
36856
+ * Noise strength for z axis, used when `separateAxes` is enabled.
36857
+ */ function get() {
36858
+ return this._strengthZ;
36859
+ },
36860
+ set: function set(value) {
36861
+ var lastValue = this._strengthZ;
36862
+ if (value !== lastValue) {
36863
+ this._strengthZ = value;
36864
+ this._onCompositeCurveChange(lastValue, value);
36865
+ }
36866
+ }
36867
+ },
36868
+ {
36869
+ key: "frequency",
36870
+ get: /**
36871
+ * Noise spatial frequency.
36872
+ */ function get() {
36873
+ return this._frequency;
36874
+ },
36875
+ set: function set(value) {
36876
+ value = Math.max(1e-6, value);
36877
+ if (value !== this._frequency) {
36878
+ this._frequency = value;
36879
+ this._generator._renderer._onGeneratorParamsChanged();
36880
+ }
36881
+ }
36882
+ },
36883
+ {
36884
+ key: "scrollSpeed",
36885
+ get: /**
36886
+ * Noise field scroll speed over time.
36887
+ */ function get() {
36888
+ return this._scrollSpeed;
36889
+ },
36890
+ set: function set(value) {
36891
+ if (value !== this._scrollSpeed) {
36892
+ this._scrollSpeed = value;
36893
+ this._generator._renderer._onGeneratorParamsChanged();
36894
+ }
36895
+ }
36896
+ },
36897
+ {
36898
+ key: "octaveCount",
36899
+ get: /**
36900
+ * Number of noise octave layers (1-3).
36901
+ */ function get() {
36902
+ return this._octaveCount;
36903
+ },
36904
+ set: function set(value) {
36905
+ value = Math.max(1, Math.min(3, Math.floor(value)));
36906
+ if (value !== this._octaveCount) {
36907
+ this._octaveCount = value;
36908
+ this._generator._renderer._onGeneratorParamsChanged();
36909
+ }
36910
+ }
36911
+ },
36912
+ {
36913
+ key: "octaveIntensityMultiplier",
36914
+ get: /**
36915
+ * Intensity multiplier for each successive octave, only effective when `octaveCount` > 1.
36916
+ * Each layer's contribution is scaled by this factor relative to the previous layer, range [0, 1].
36917
+ */ function get() {
36918
+ return this._octaveIntensityMultiplier;
36919
+ },
36920
+ set: function set(value) {
36921
+ value = Math.max(0, Math.min(1, value));
36922
+ if (value !== this._octaveIntensityMultiplier) {
36923
+ this._octaveIntensityMultiplier = value;
36924
+ this._generator._renderer._onGeneratorParamsChanged();
36925
+ }
36926
+ }
36927
+ },
36928
+ {
36929
+ key: "octaveFrequencyMultiplier",
36930
+ get: /**
36931
+ * Frequency multiplier for each successive octave, only effective when `octaveCount` > 1.
36932
+ * Each layer samples at this multiple of the previous layer's frequency, range [1, 4].
36933
+ */ function get() {
36934
+ return this._octaveFrequencyMultiplier;
36935
+ },
36936
+ set: function set(value) {
36937
+ value = Math.max(1, Math.min(4, value));
36938
+ if (value !== this._octaveFrequencyMultiplier) {
36939
+ this._octaveFrequencyMultiplier = value;
36940
+ this._generator._renderer._onGeneratorParamsChanged();
36941
+ }
36942
+ }
36943
+ },
36944
+ {
36945
+ key: "enabled",
36946
+ get: function get() {
36947
+ return this._enabled;
36948
+ },
36949
+ set: function set(value) {
36950
+ if (value !== this._enabled) {
36951
+ if (value && !this._generator._renderer.engine._hardwareRenderer.isWebGL2) {
36952
+ return;
36953
+ }
36954
+ this._enabled = value;
36955
+ this._generator._setTransformFeedback();
36956
+ this._generator._renderer._onGeneratorParamsChanged();
36957
+ }
36958
+ }
36959
+ }
36960
+ ]);
36961
+ return NoiseModule;
36962
+ }(ParticleGeneratorModule);
36963
+ NoiseModule._enabledMacro = ShaderMacro.getByName("RENDERER_NOISE_MODULE_ENABLED");
36964
+ NoiseModule._strengthCurveMacro = ShaderMacro.getByName("RENDERER_NOISE_STRENGTH_CURVE");
36965
+ NoiseModule._strengthIsRandomTwoMacro = ShaderMacro.getByName("RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO");
36966
+ NoiseModule._separateAxesMacro = ShaderMacro.getByName("RENDERER_NOISE_IS_SEPARATE");
36967
+ NoiseModule._noiseProperty = ShaderProperty.getByName("renderer_NoiseParams");
36968
+ NoiseModule._noiseOctaveProperty = ShaderProperty.getByName("renderer_NoiseOctaveParams");
36969
+ NoiseModule._strengthMinConstProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinConst");
36970
+ NoiseModule._strengthMaxCurveXProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveX");
36971
+ NoiseModule._strengthMaxCurveYProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveY");
36972
+ NoiseModule._strengthMaxCurveZProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveZ");
36973
+ NoiseModule._strengthMinCurveXProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveX");
36974
+ NoiseModule._strengthMinCurveYProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveY");
36975
+ NoiseModule._strengthMinCurveZProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveZ");
36976
+ __decorate([
36977
+ ignoreClone
36978
+ ], NoiseModule.prototype, "_enabledModuleMacro", void 0);
36979
+ __decorate([
36980
+ ignoreClone
36981
+ ], NoiseModule.prototype, "_strengthCurveModeMacro", void 0);
36982
+ __decorate([
36983
+ ignoreClone
36984
+ ], NoiseModule.prototype, "_strengthIsRandomTwoModeMacro", void 0);
36985
+ __decorate([
36986
+ ignoreClone
36987
+ ], NoiseModule.prototype, "_separateAxesModeMacro", void 0);
36988
+ __decorate([
36989
+ ignoreClone
36990
+ ], NoiseModule.prototype, "_noiseRand", void 0);
36991
+ __decorate([
36992
+ ignoreClone
36993
+ ], NoiseModule.prototype, "_noiseParams", void 0);
36994
+ __decorate([
36995
+ ignoreClone
36996
+ ], NoiseModule.prototype, "_noiseOctaveParams", void 0);
36997
+ __decorate([
36998
+ ignoreClone
36999
+ ], NoiseModule.prototype, "_strengthMinConst", void 0);
37000
+ __decorate([
37001
+ deepClone
37002
+ ], NoiseModule.prototype, "_strengthX", void 0);
37003
+ __decorate([
37004
+ deepClone
37005
+ ], NoiseModule.prototype, "_strengthY", void 0);
37006
+ __decorate([
37007
+ deepClone
37008
+ ], NoiseModule.prototype, "_strengthZ", void 0);
37009
+
36232
37010
  /**
36233
37011
  * Velocity over lifetime module.
36234
37012
  */ var VelocityOverLifetimeModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
@@ -36435,6 +37213,7 @@ __decorate([
36435
37213
  this.forceOverLifetime = new ForceOverLifetimeModule(this);
36436
37214
  this.sizeOverLifetime = new SizeOverLifetimeModule(this);
36437
37215
  this.limitVelocityOverLifetime = new LimitVelocityOverLifetimeModule(this);
37216
+ this.noise = new NoiseModule(this);
36438
37217
  this.emission.enabled = true;
36439
37218
  }
36440
37219
  var _proto = ParticleGenerator.prototype;
@@ -36742,6 +37521,7 @@ __decorate([
36742
37521
  this.sizeOverLifetime._updateShaderData(shaderData);
36743
37522
  this.rotationOverLifetime._updateShaderData(shaderData);
36744
37523
  this.colorOverLifetime._updateShaderData(shaderData);
37524
+ this.noise._updateShaderData(shaderData);
36745
37525
  };
36746
37526
  /**
36747
37527
  * @internal
@@ -36755,16 +37535,19 @@ __decorate([
36755
37535
  this.limitVelocityOverLifetime._resetRandomSeed(seed);
36756
37536
  this.rotationOverLifetime._resetRandomSeed(seed);
36757
37537
  this.colorOverLifetime._resetRandomSeed(seed);
37538
+ this.noise._resetRandomSeed(seed);
36758
37539
  };
36759
37540
  /**
36760
37541
  * @internal
36761
- */ _proto._setTransformFeedback = function _setTransformFeedback(enabled) {
36762
- this._useTransformFeedback = enabled;
37542
+ */ _proto._setTransformFeedback = function _setTransformFeedback() {
37543
+ var needed = this.limitVelocityOverLifetime.enabled || this.noise.enabled;
37544
+ if (needed === this._useTransformFeedback) return;
37545
+ this._useTransformFeedback = needed;
36763
37546
  // Switching TF mode invalidates all active particle state: feedback buffers and instance
36764
37547
  // buffer layout are incompatible between the two paths. Clear rather than show a one-frame
36765
37548
  // jump; new particles will fill in naturally from the next emit cycle.
36766
37549
  this._clearActiveParticles();
36767
- if (enabled) {
37550
+ if (needed) {
36768
37551
  if (!this._feedbackSimulator) {
36769
37552
  this._feedbackSimulator = new ParticleTransformFeedbackSimulator(this._renderer.engine);
36770
37553
  }
@@ -36814,9 +37597,7 @@ __decorate([
36814
37597
  /**
36815
37598
  * @internal
36816
37599
  */ _proto._cloneTo = function _cloneTo(target) {
36817
- if (target.limitVelocityOverLifetime.enabled) {
36818
- target._setTransformFeedback(true);
36819
- }
37600
+ target._setTransformFeedback();
36820
37601
  };
36821
37602
  /**
36822
37603
  * @internal
@@ -36978,10 +37759,6 @@ __decorate([
36978
37759
  // Start rotation
36979
37760
  var startRotationRand = main._startRotationRand, flipRotation = main.flipRotation;
36980
37761
  var isFlip = flipRotation > startRotationRand.random();
36981
- // @todo:None-Mesh mode should inverse the rotation, maybe should unify it
36982
- if (this._renderer.renderMode !== ParticleRenderMode.Mesh) {
36983
- isFlip = !isFlip;
36984
- }
36985
37762
  var rotationZ = main.startRotationZ.evaluate(undefined, startRotationRand.random());
36986
37763
  if (main.startRotation3D) {
36987
37764
  var rotationX = main.startRotationX.evaluate(undefined, startRotationRand.random());
@@ -37007,7 +37784,9 @@ __decorate([
37007
37784
  if (colorOverLifetime.enabled && colorOverLifetime.color.mode === ParticleGradientMode.TwoGradients) {
37008
37785
  instanceVertices[offset + 20] = colorOverLifetime._colorGradientRand.random();
37009
37786
  }
37010
- // instanceVertices[offset + 21] = rand.random();
37787
+ if (this.noise.enabled) {
37788
+ instanceVertices[offset + 21] = this.noise._noiseRand.random();
37789
+ }
37011
37790
  var rotationOverLifetime = this.rotationOverLifetime;
37012
37791
  if (rotationOverLifetime.enabled && rotationOverLifetime.rotationZ.mode === ParticleCurveMode.TwoConstants) {
37013
37792
  instanceVertices[offset + 22] = rotationOverLifetime._rotationRand.random();
@@ -37295,6 +38074,21 @@ __decorate([
37295
38074
  out.transform(rotateMat);
37296
38075
  min.add(worldOffsetMin);
37297
38076
  max.add(worldOffsetMax);
38077
+ // Noise module impact: noise output is normalized to [-1, 1],
38078
+ // max displacement = |strength_max|
38079
+ var noise = this.noise;
38080
+ if (noise.enabled) {
38081
+ var noiseMaxX, noiseMaxY, noiseMaxZ;
38082
+ if (noise.separateAxes) {
38083
+ noiseMaxX = Math.abs(noise.strengthX._getMax());
38084
+ noiseMaxY = Math.abs(noise.strengthY._getMax());
38085
+ noiseMaxZ = Math.abs(noise.strengthZ._getMax());
38086
+ } else {
38087
+ noiseMaxX = noiseMaxY = noiseMaxZ = Math.abs(noise.strengthX._getMax());
38088
+ }
38089
+ min.set(min.x - noiseMaxX, min.y - noiseMaxY, min.z - noiseMaxZ);
38090
+ max.set(max.x + noiseMaxX, max.y + noiseMaxY, max.z + noiseMaxZ);
38091
+ }
37298
38092
  min.add(worldPosition);
37299
38093
  max.add(worldPosition);
37300
38094
  };
@@ -37392,6 +38186,9 @@ __decorate([
37392
38186
  __decorate([
37393
38187
  deepClone
37394
38188
  ], ParticleGenerator.prototype, "textureSheetAnimation", void 0);
38189
+ __decorate([
38190
+ deepClone
38191
+ ], ParticleGenerator.prototype, "noise", void 0);
37395
38192
  __decorate([
37396
38193
  ignoreClone
37397
38194
  ], ParticleGenerator.prototype, "_playTime", void 0);
@@ -39595,6 +40392,7 @@ exports.MeshRenderer = MeshRenderer;
39595
40392
  exports.MeshShape = MeshShape;
39596
40393
  exports.MeshTopology = MeshTopology;
39597
40394
  exports.ModelMesh = ModelMesh;
40395
+ exports.NoiseModule = NoiseModule;
39598
40396
  exports.OverflowMode = OverflowMode;
39599
40397
  exports.PBRMaterial = PBRMaterial;
39600
40398
  exports.ParticleCompositeCurve = ParticleCompositeCurve;