@galacean/engine-physics-lite 0.0.0-experimental-0.9-plus.2 → 0.0.0-experimental-0.9-plus.4

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@@ -1409,7 +1409,7 @@ var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct
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  var mobile_material_frag = "#define GLSLIFY 1\nuniform vec4 u_emissiveColor;uniform vec4 u_baseColor;uniform vec4 u_specularColor;uniform float u_shininess;uniform float u_normalIntensity;uniform float u_alphaCutoff;\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef O3_SPECULAR_TEXTURE\nuniform sampler2D u_specularTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n"; // eslint-disable-line
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  var begin_mobile_frag = "#define GLSLIFY 1\nvec4 ambient=vec4(0.0);vec4 emission=u_emissiveColor;vec4 diffuse=u_baseColor;vec4 specular=u_specularColor;\n#ifdef EMISSIVETEXTURE\nvec4 emissiveTextureColor=texture2D(u_emissiveTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nemissiveTextureColor=gammaToLinear(emissiveTextureColor);\n#endif\nemission*=emissiveTextureColor;\n#endif\n#ifdef BASETEXTURE\nvec4 diffuseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\ndiffuseTextureColor=gammaToLinear(diffuseTextureColor);\n#endif\ndiffuse*=diffuseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\ndiffuse*=v_color;\n#endif\n#ifdef O3_SPECULAR_TEXTURE\nvec4 specularTextureColor=texture2D(u_specularTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularTextureColor=gammaToLinear(specularTextureColor);\n#endif\nspecular*=specularTextureColor;\n#endif\nambient=vec4(u_envMapLight.diffuse*u_envMapLight.diffuseIntensity,1.0)*diffuse;"; // eslint-disable-line
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  var begin_viewdir_frag = "#define GLSLIFY 1\n#ifdef O3_NEED_WORLDPOS\nvec3 V=normalize(u_cameraPos-v_pos);\n#endif\n"; // eslint-disable-line
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- var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef NORMALTEXTURE\nmat3 tbn=getTBN();vec3 N=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv);\n#else\nvec3 N=getNormal();\n#endif\nvec3 lightDiffuse=vec3(0.0,0.0,0.0);vec3 lightSpecular=vec3(0.0,0.0,0.0);float shadowAttenuation=1.0;\n#ifdef O3_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef OASIS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(u_shadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<O3_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_directLightCullingMask[i]))continue;directionalLight.color=u_directLightColor[i];\n#ifdef OASIS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=u_directLightDirection[i];float d=max(dot(N,-directionalLight.direction),0.0);lightDiffuse+=directionalLight.color*d;vec3 halfDir=normalize(V-directionalLight.direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<O3_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_pointLightCullingMask[i]))continue;pointLight.color=u_pointLightColor[i];pointLight.position=u_pointLightPosition[i];pointLight.distance=u_pointLightDistance[i];vec3 direction=v_pos-pointLight.position;float dist=length(direction);direction/=dist;float decay=clamp(1.0-pow(dist/pointLight.distance,4.0),0.0,1.0);float d=max(dot(N,-direction),0.0)*decay;lightDiffuse+=pointLight.color*d;vec3 halfDir=normalize(V-direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<O3_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_spotLightCullingMask[i]))continue;spotLight.color=u_spotLightColor[i];spotLight.position=u_spotLightPosition[i];spotLight.direction=u_spotLightDirection[i];spotLight.distance=u_spotLightDistance[i];spotLight.angleCos=u_spotLightAngleCos[i];spotLight.penumbraCos=u_spotLightPenumbraCos[i];vec3 direction=spotLight.position-v_pos;float lightDistance=length(direction);direction/=lightDistance;float angleCos=dot(direction,-spotLight.direction);float decay=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayTotal=decay*spotEffect;float d=max(dot(N,direction),0.0)*decayTotal;lightDiffuse+=spotLight.color*d;vec3 halfDir=normalize(V+direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef ALPHA_CUTOFF\nif(diffuse.a<u_alphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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+ var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef NORMALTEXTURE\nmat3 tbn=getTBN(gl_FrontFacing);vec3 N=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv,gl_FrontFacing);\n#else\nvec3 N=getNormal(gl_FrontFacing);\n#endif\nvec3 lightDiffuse=vec3(0.0,0.0,0.0);vec3 lightSpecular=vec3(0.0,0.0,0.0);float shadowAttenuation=1.0;\n#ifdef O3_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef OASIS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(u_shadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<O3_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_directLightCullingMask[i]))continue;directionalLight.color=u_directLightColor[i];\n#ifdef OASIS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=u_directLightDirection[i];float d=max(dot(N,-directionalLight.direction),0.0);lightDiffuse+=directionalLight.color*d;vec3 halfDir=normalize(V-directionalLight.direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<O3_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_pointLightCullingMask[i]))continue;pointLight.color=u_pointLightColor[i];pointLight.position=u_pointLightPosition[i];pointLight.distance=u_pointLightDistance[i];vec3 direction=v_pos-pointLight.position;float dist=length(direction);direction/=dist;float decay=clamp(1.0-pow(dist/pointLight.distance,4.0),0.0,1.0);float d=max(dot(N,-direction),0.0)*decay;lightDiffuse+=pointLight.color*d;vec3 halfDir=normalize(V-direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<O3_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_spotLightCullingMask[i]))continue;spotLight.color=u_spotLightColor[i];spotLight.position=u_spotLightPosition[i];spotLight.direction=u_spotLightDirection[i];spotLight.distance=u_spotLightDistance[i];spotLight.angleCos=u_spotLightAngleCos[i];spotLight.penumbraCos=u_spotLightPenumbraCos[i];vec3 direction=spotLight.position-v_pos;float lightDistance=length(direction);direction/=lightDistance;float angleCos=dot(direction,-spotLight.direction);float decay=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayTotal=decay*spotEffect;float d=max(dot(N,direction),0.0)*decayTotal;lightDiffuse+=spotLight.color*d;vec3 halfDir=normalize(V+direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef ALPHA_CUTOFF\nif(diffuse.a<u_alphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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  var noise_cellular = "#define GLSLIFY 1\n#include <noise_cellular_2D>\n#include <noise_cellular_3D>\n#include <noise_cellular_2x2>\n#include <noise_cellular_2x2x2>\n"; // eslint-disable-line
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  var noise_cellular_2D = "#define GLSLIFY 1\nvec2 cellular(vec2 P){vec2 Pi=mod289(floor(P));vec2 Pf=fract(P);vec3 oi=vec3(-1.0,0.0,1.0);vec3 of=vec3(-0.5,0.5,1.5);vec3 px=permute(Pi.x+oi);vec3 p=permute(px.x+Pi.y+oi);vec3 ox=fract(p*K)-Ko;vec3 oy=mod7(floor(p*K))*K-Ko;vec3 dx=Pf.x+0.5+jitter*ox;vec3 dy=Pf.y-of+jitter*oy;vec3 d1=dx*dx+dy*dy;p=permute(px.y+Pi.y+oi);ox=fract(p*K)-Ko;oy=mod7(floor(p*K))*K-Ko;dx=Pf.x-0.5+jitter*ox;dy=Pf.y-of+jitter*oy;vec3 d2=dx*dx+dy*dy;p=permute(px.z+Pi.y+oi);ox=fract(p*K)-Ko;oy=mod7(floor(p*K))*K-Ko;dx=Pf.x-1.5+jitter*ox;dy=Pf.y-of+jitter*oy;vec3 d3=dx*dx+dy*dy;vec3 d1a=min(d1,d2);d2=max(d1,d2);d2=min(d2,d3);d1=min(d1a,d2);d2=max(d1a,d2);d1.xy=(d1.x<d1.y)? d1.xy : d1.yx;d1.xz=(d1.x<d1.z)? d1.xz : d1.zx;d1.yz=min(d1.yz,d2.yz);d1.y=min(d1.y,d1.z);d1.y=min(d1.y,d2.x);return sqrt(d1.xy);}"; // eslint-disable-line
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  var noise_cellular_2x2 = "#define GLSLIFY 1\nvec2 cellular2x2(vec2 P){vec2 Pi=mod289(floor(P));vec2 Pf=fract(P);vec4 Pfx=Pf.x+vec4(-0.5,-1.5,-0.5,-1.5);vec4 Pfy=Pf.y+vec4(-0.5,-0.5,-1.5,-1.5);vec4 p=permute(Pi.x+vec4(0.0,1.0,0.0,1.0));p=permute(p+Pi.y+vec4(0.0,0.0,1.0,1.0));vec4 ox=mod7(p)*K+Kd2;vec4 oy=mod7(floor(p*K))*K+Kd2;vec4 dx=Pfx+jitter1*ox;vec4 dy=Pfy+jitter1*oy;vec4 d=dx*dx+dy*dy;d.xy=(d.x<d.y)? d.xy : d.yx;d.xz=(d.x<d.z)? d.xz : d.zx;d.xw=(d.x<d.w)? d.xw : d.wx;d.y=min(d.y,d.z);d.y=min(d.y,d.w);return sqrt(d.xy);}"; // eslint-disable-line
@@ -1427,11 +1427,11 @@ var noise_simplex_3D = "#define GLSLIFY 1\nfloat simplex(vec3 v){const vec2 C=ve
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  var noise_simplex_3D_grad = "#define GLSLIFY 1\nfloat simplex(vec3 v,out vec3 gradient){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g=step(x0.yzx,x0.xyz);vec3 l=1.0-g;vec3 i1=min(g.xyz,l.zxy);vec3 i2=max(g.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289(i);vec4 p=permute(permute(permute(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0.0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);vec4 m2=m*m;vec4 m4=m2*m2;vec4 pdotx=vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3));vec4 temp=m2*m*pdotx;gradient=-8.0*(temp.x*x0+temp.y*x1+temp.z*x2+temp.w*x3);gradient+=m4.x*p0+m4.y*p1+m4.z*p2+m4.w*p3;gradient*=42.0;return 42.0*dot(m4,pdotx);}"; // eslint-disable-line
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  var noise_simplex_4D = "#define GLSLIFY 1\nvec4 grad4(float j,vec4 ip){const vec4 ones=vec4(1.0,1.0,1.0,-1.0);vec4 p,s;p.xyz=floor(fract(vec3(j)*ip.xyz)*7.0)*ip.z-1.0;p.w=1.5-dot(abs(p.xyz),ones.xyz);s=vec4(lessThan(p,vec4(0.0)));p.xyz=p.xyz+(s.xyz*2.0-1.0)*s.www;return p;}\n#define F4 0.309016994374947451\nfloat simplex(vec4 v){const vec4 C=vec4(0.138196601125011,0.276393202250021,0.414589803375032,-0.447213595499958);vec4 i=floor(v+dot(v,vec4(F4)));vec4 x0=v-i+dot(i,C.xxxx);vec4 i0;vec3 isX=step(x0.yzw,x0.xxx);vec3 isYZ=step(x0.zww,x0.yyz);i0.x=isX.x+isX.y+isX.z;i0.yzw=1.0-isX;i0.y+=isYZ.x+isYZ.y;i0.zw+=1.0-isYZ.xy;i0.z+=isYZ.z;i0.w+=1.0-isYZ.z;vec4 i3=clamp(i0,0.0,1.0);vec4 i2=clamp(i0-1.0,0.0,1.0);vec4 i1=clamp(i0-2.0,0.0,1.0);vec4 x1=x0-i1+C.xxxx;vec4 x2=x0-i2+C.yyyy;vec4 x3=x0-i3+C.zzzz;vec4 x4=x0+C.wwww;i=mod289(i);float j0=permute(permute(permute(permute(i.w)+i.z)+i.y)+i.x);vec4 j1=permute(permute(permute(permute(i.w+vec4(i1.w,i2.w,i3.w,1.0))+i.z+vec4(i1.z,i2.z,i3.z,1.0))+i.y+vec4(i1.y,i2.y,i3.y,1.0))+i.x+vec4(i1.x,i2.x,i3.x,1.0));vec4 ip=vec4(1.0/294.0,1.0/49.0,1.0/7.0,0.0);vec4 p0=grad4(j0,ip);vec4 p1=grad4(j1.x,ip);vec4 p2=grad4(j1.y,ip);vec4 p3=grad4(j1.z,ip);vec4 p4=grad4(j1.w,ip);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;p4*=taylorInvSqrt(dot(p4,p4));vec3 m0=max(0.6-vec3(dot(x0,x0),dot(x1,x1),dot(x2,x2)),0.0);vec2 m1=max(0.6-vec2(dot(x3,x3),dot(x4,x4)),0.0);m0=m0*m0;m1=m1*m1;return 49.0*(dot(m0*m0,vec3(dot(p0,x0),dot(p1,x1),dot(p2,x2)))+dot(m1*m1,vec2(dot(p3,x3),dot(p4,x4))));}"; // eslint-disable-line
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  var pbr_frag_define = "#define GLSLIFY 1\nuniform float u_alphaCutoff;uniform vec4 u_baseColor;uniform float u_metal;uniform float u_roughness;uniform vec3 u_PBRSpecularColor;uniform float u_glossiness;uniform vec3 u_emissiveColor;\n#ifdef CLEARCOAT\nuniform float u_clearCoat;uniform float u_clearCoatRoughness;\n#endif\nuniform float u_normalIntensity;uniform float u_occlusionIntensity;uniform float u_occlusionTextureCoord;\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nuniform sampler2D u_roughnessMetallicTexture;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nuniform sampler2D u_specularGlossinessTexture;\n#endif\n#ifdef OCCLUSIONTEXTURE\nuniform sampler2D u_occlusionTexture;\n#endif\n#ifdef HAS_CLEARCOATTEXTURE\nuniform sampler2D u_clearCoatTexture;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nuniform sampler2D u_clearCoatRoughnessTexture;\n#endif\n#ifdef HAS_CLEARCOATNORMALTEXTURE\nuniform sampler2D u_clearCoatNormalTexture;\n#endif\nstruct ReflectedLight{vec3 directDiffuse;vec3 directSpecular;vec3 indirectDiffuse;vec3 indirectSpecular;};struct Geometry{vec3 position;vec3 normal;vec3 viewDir;float dotNV;\n#ifdef CLEARCOAT\nvec3 clearCoatNormal;float clearCoatDotNV;\n#endif\n};struct Material{vec3 diffuseColor;float roughness;vec3 specularColor;float opacity;\n#ifdef CLEARCOAT\nfloat clearCoat;float clearCoatRoughness;\n#endif\n};uniform float material_IOR;"; // eslint-disable-line
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- var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\nfloat computeSpecularOcclusion(float ambientOcclusion,float roughness,float dotNV){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}float getAARoughnessFactor(vec3 normal){\n#ifdef HAS_DERIVATIVES\nvec3 dxy=max(abs(dFdx(normal)),abs(dFdy(normal)));return 0.04+max(max(dxy.x,dxy.y),dxy.z);\n#else\nreturn 0.04;\n#endif\n}void initGeometry(out Geometry geometry){geometry.position=v_pos;geometry.viewDir=normalize(u_cameraPos-v_pos);\n#if defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE)\nmat3 tbn=getTBN();\n#endif\n#ifdef NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.normal=getNormal();\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef CLEARCOAT\n#ifdef HAS_CLEARCOATNORMALTEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,u_clearCoatNormalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.clearCoatNormal=getNormal();\n#endif\ngeometry.clearCoatDotNV=saturate(dot(geometry.clearCoatNormal,geometry.viewDir));\n#endif\n}void initMaterial(out Material material,const in Geometry geometry){vec4 baseColor=u_baseColor;float metal=u_metal;float roughness=u_roughness;vec3 specularColor=u_PBRSpecularColor;float glossiness=u_glossiness;float alphaCutoff=u_alphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef BASETEXTURE\nvec4 baseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nvec4 metalRoughMapColor=texture2D(u_roughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nvec4 specularGlossinessColor=texture2D(u_specularGlossinessTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularGlossinessColor=gammaToLinear(specularGlossinessColor);\n#endif\nspecularColor*=specularGlossinessColor.rgb;glossiness*=specularGlossinessColor.a;\n#endif\n#ifdef IS_METALLIC_WORKFLOW\nmaterial.diffuseColor=baseColor.rgb*(1.0-metal);material.specularColor=mix(vec3(F0),baseColor.rgb,metal);material.roughness=roughness;\n#else\nfloat specularStrength=max(max(specularColor.r,specularColor.g),specularColor.b);material.diffuseColor=baseColor.rgb*(1.0-specularStrength);material.specularColor=specularColor;material.roughness=1.0-glossiness;\n#endif\nmaterial.roughness=max(material.roughness,getAARoughnessFactor(geometry.normal));\n#ifdef CLEARCOAT\nmaterial.clearCoat=u_clearCoat;material.clearCoatRoughness=u_clearCoatRoughness;\n#ifdef HAS_CLEARCOATTEXTURE\nmaterial.clearCoat*=texture2D(u_clearCoatTexture,v_uv).r;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nmaterial.clearCoatRoughness*=texture2D(u_clearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef OASIS_TRANSPARENT\nmaterial.opacity=baseColor.a;\n#else\nmaterial.opacity=1.0;\n#endif\n}\n#include <brdf>\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n"; // eslint-disable-line
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+ var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\nfloat computeSpecularOcclusion(float ambientOcclusion,float roughness,float dotNV){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}float getAARoughnessFactor(vec3 normal){\n#ifdef HAS_DERIVATIVES\nvec3 dxy=max(abs(dFdx(normal)),abs(dFdy(normal)));return 0.04+max(max(dxy.x,dxy.y),dxy.z);\n#else\nreturn 0.04;\n#endif\n}void initGeometry(out Geometry geometry,bool isFrontFacing){geometry.position=v_pos;geometry.viewDir=normalize(u_cameraPos-v_pos);\n#if defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE)\nmat3 tbn=getTBN(isFrontFacing);\n#endif\n#ifdef NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv,isFrontFacing);\n#else\ngeometry.normal=getNormal(isFrontFacing);\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef CLEARCOAT\n#ifdef HAS_CLEARCOATNORMALTEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,u_clearCoatNormalTexture,u_normalIntensity,v_uv,isFrontFacing);\n#else\ngeometry.clearCoatNormal=getNormal(isFrontFacing);\n#endif\ngeometry.clearCoatDotNV=saturate(dot(geometry.clearCoatNormal,geometry.viewDir));\n#endif\n}void initMaterial(out Material material,const in Geometry geometry){vec4 baseColor=u_baseColor;float metal=u_metal;float roughness=u_roughness;vec3 specularColor=u_PBRSpecularColor;float glossiness=u_glossiness;float alphaCutoff=u_alphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef BASETEXTURE\nvec4 baseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nvec4 metalRoughMapColor=texture2D(u_roughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nvec4 specularGlossinessColor=texture2D(u_specularGlossinessTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularGlossinessColor=gammaToLinear(specularGlossinessColor);\n#endif\nspecularColor*=specularGlossinessColor.rgb;glossiness*=specularGlossinessColor.a;\n#endif\n#ifdef IS_METALLIC_WORKFLOW\nmaterial.diffuseColor=baseColor.rgb*(1.0-metal);material.specularColor=mix(vec3(F0),baseColor.rgb,metal);material.roughness=roughness;\n#else\nfloat specularStrength=max(max(specularColor.r,specularColor.g),specularColor.b);material.diffuseColor=baseColor.rgb*(1.0-specularStrength);material.specularColor=specularColor;material.roughness=1.0-glossiness;\n#endif\nmaterial.roughness=max(material.roughness,getAARoughnessFactor(geometry.normal));\n#ifdef CLEARCOAT\nmaterial.clearCoat=u_clearCoat;material.clearCoatRoughness=u_clearCoatRoughness;\n#ifdef HAS_CLEARCOATTEXTURE\nmaterial.clearCoat*=texture2D(u_clearCoatTexture,v_uv).r;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nmaterial.clearCoatRoughness*=texture2D(u_clearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef OASIS_TRANSPARENT\nmaterial.opacity=baseColor.a;\n#else\nmaterial.opacity=1.0;\n#endif\n}\n#include <brdf>\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n"; // eslint-disable-line
1431
1431
  var brdf = "#define GLSLIFY 1\nfloat F_Schlick(float dotLH){return 0.04+0.96*(pow(1.0-dotLH,5.0));}vec3 F_Schlick(vec3 specularColor,float dotLH){float fresnel=exp2((-5.55473*dotLH-6.98316)*dotLH);return(1.0-specularColor)*fresnel+specularColor;}float G_GGX_SmithCorrelated(float alpha,float dotNL,float dotNV){float a2=pow2(alpha);float gv=dotNL*sqrt(a2+(1.0-a2)*pow2(dotNV));float gl=dotNV*sqrt(a2+(1.0-a2)*pow2(dotNL));return 0.5/max(gv+gl,EPSILON);}float D_GGX(float alpha,float dotNH){float a2=pow2(alpha);float denom=pow2(dotNH)*(a2-1.0)+1.0;return RECIPROCAL_PI*a2/pow2(denom);}vec3 BRDF_Specular_GGX(vec3 incidentDirection,vec3 viewDir,vec3 normal,vec3 specularColor,float roughness){float alpha=pow2(roughness);vec3 halfDir=normalize(incidentDirection+viewDir);float dotNL=saturate(dot(normal,incidentDirection));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float dotLH=saturate(dot(incidentDirection,halfDir));vec3 F=F_Schlick(specularColor,dotLH);float G=G_GGX_SmithCorrelated(alpha,dotNL,dotNV);float D=D_GGX(alpha,dotNH);return F*(G*D);}vec3 BRDF_Diffuse_Lambert(vec3 diffuseColor){return RECIPROCAL_PI*diffuseColor;}"; // eslint-disable-line
1432
1432
  var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\nvoid addDirectRadiance(vec3 incidentDirection,vec3 color,Geometry geometry,Material material,inout ReflectedLight reflectedLight){float attenuation=1.0;\n#ifdef CLEARCOAT\nfloat clearCoatDotNL=saturate(dot(geometry.clearCoatNormal,incidentDirection));vec3 clearCoatIrradiance=clearCoatDotNL*color;reflectedLight.directSpecular+=material.clearCoat*clearCoatIrradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.clearCoatNormal,vec3(0.04),material.clearCoatRoughness);attenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nfloat dotNL=saturate(dot(geometry.normal,incidentDirection));vec3 irradiance=dotNL*color*PI;reflectedLight.directSpecular+=attenuation*irradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.normal,material.specularColor,material.roughness);reflectedLight.directDiffuse+=attenuation*irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);}\n#ifdef O3_DIRECT_LIGHT_COUNT\nvoid addDirectionalDirectLightRadiance(DirectLight directionalLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 color=directionalLight.color;vec3 direction=-directionalLight.direction;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nvoid addPointDirectLightRadiance(PointLight pointLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=pointLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);vec3 color=pointLight.color;color*=clamp(1.0-pow(lightDistance/pointLight.distance,4.0),0.0,1.0);addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nvoid addSpotDirectLightRadiance(SpotLight spotLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=spotLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);float angleCos=dot(direction,-spotLight.direction);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayEffect=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);vec3 color=spotLight.color;color*=spotEffect*decayEffect;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\nvoid addTotalDirectRadiance(Geometry geometry,Material material,inout ReflectedLight reflectedLight){float shadowAttenuation=1.0;\n#ifdef O3_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef OASIS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(u_shadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<O3_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_directLightCullingMask[i]))continue;directionalLight.color=u_directLightColor[i];\n#ifdef OASIS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=u_directLightDirection[i];addDirectionalDirectLightRadiance(directionalLight,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<O3_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_pointLightCullingMask[i]))continue;pointLight.color=u_pointLightColor[i];pointLight.position=u_pointLightPosition[i];pointLight.distance=u_pointLightDistance[i];addPointDirectLightRadiance(pointLight,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<O3_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_spotLightCullingMask[i]))continue;spotLight.color=u_spotLightColor[i];spotLight.position=u_spotLightPosition[i];spotLight.direction=u_spotLightDirection[i];spotLight.distance=u_spotLightDistance[i];spotLight.angleCos=u_spotLightAngleCos[i];spotLight.penumbraCos=u_spotLightPenumbraCos[i];addSpotDirectLightRadiance(spotLight,geometry,material,reflectedLight);}\n#endif\n}"; // eslint-disable-line
1433
1433
  var ibl_frag_define = "#define GLSLIFY 1\nvec3 getLightProbeIrradiance(vec3 sh[9],vec3 normal){normal.x=-normal.x;vec3 result=sh[0]+sh[1]*(normal.y)+sh[2]*(normal.z)+sh[3]*(normal.x)+sh[4]*(normal.y*normal.x)+sh[5]*(normal.y*normal.z)+sh[6]*(3.0*normal.z*normal.z-1.0)+sh[7]*(normal.z*normal.x)+sh[8]*(normal.x*normal.x-normal.y*normal.y);return max(result,vec3(0.0));}vec3 envBRDFApprox(vec3 specularColor,float roughness,float dotNV){const vec4 c0=vec4(-1,-0.0275,-0.572,0.022);const vec4 c1=vec4(1,0.0425,1.04,-0.04);vec4 r=roughness*c0+c1;float a004=min(r.x*r.x,exp2(-9.28*dotNV))*r.x+r.y;vec2 AB=vec2(-1.04,1.04)*a004+r.zw;return specularColor*AB.x+AB.y;}float getSpecularMIPLevel(float roughness,int maxMIPLevel){return roughness*float(maxMIPLevel);}vec3 getLightProbeRadiance(vec3 viewDir,vec3 normal,float roughness,int maxMIPLevel,float specularIntensity){\n#ifndef O3_USE_SPECULAR_ENV\nreturn vec3(0);\n#else\nvec3 reflectVec=reflect(-viewDir,normal);reflectVec.x=-reflectVec.x;float specularMIPLevel=getSpecularMIPLevel(roughness,maxMIPLevel);\n#ifdef HAS_TEX_LOD\nvec4 envMapColor=textureCubeLodEXT(u_env_specularSampler,reflectVec,specularMIPLevel);\n#else\nvec4 envMapColor=textureCube(u_env_specularSampler,reflectVec,specularMIPLevel);\n#endif\n#ifdef O3_DECODE_ENV_RGBM\nenvMapColor.rgb=RGBMToLinear(envMapColor,5.0).rgb;\n#ifdef OASIS_COLORSPACE_GAMMA\nenvMapColor=linearToGamma(envMapColor);\n#endif\n#else\n#ifndef OASIS_COLORSPACE_GAMMA\nenvMapColor=gammaToLinear(envMapColor);\n#endif\n#endif\nreturn envMapColor.rgb*specularIntensity;\n#endif\n}"; // eslint-disable-line
1434
- var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;Material material;ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));initGeometry(geometry);initMaterial(material,geometry);addTotalDirectRadiance(geometry,material,reflectedLight);\n#ifdef O3_USE_SH\nvec3 irradiance=getLightProbeIrradiance(u_env_sh,geometry.normal);\n#ifdef OASIS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=u_envMapLight.diffuseIntensity;\n#else\nvec3 irradiance=u_envMapLight.diffuse*u_envMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry.viewDir,geometry.normal,material.roughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef CLEARCOAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry.viewDir,geometry.clearCoatNormal,material.clearCoatRoughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);reflectedLight.indirectSpecular+=clearCoatRadiance*material.clearCoat*envBRDFApprox(vec3(0.04),material.clearCoatRoughness,geometry.clearCoatDotNV);radianceAttenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nreflectedLight.indirectSpecular+=radianceAttenuation*radiance*envBRDFApprox(material.specularColor,material.roughness,geometry.dotNV);\n#ifdef OCCLUSIONTEXTURE\nvec2 aoUV=v_uv;\n#ifdef O3_HAS_UV1\nif(u_occlusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(u_occlusionTexture,aoUV).r-1.0)*u_occlusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef O3_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=u_emissiveColor;\n#ifdef EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(u_emissiveTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nemissiveColor=gammaToLinear(emissiveColor);\n#endif\nemissiveRadiance*=emissiveColor.rgb;\n#endif\nvec3 totalRadiance=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+reflectedLight.directSpecular+reflectedLight.indirectSpecular+emissiveRadiance;vec4 targetColor=vec4(totalRadiance,material.opacity);gl_FragColor=targetColor;"; // eslint-disable-line
1434
+ var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;Material material;ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));initGeometry(geometry,gl_FrontFacing);initMaterial(material,geometry);addTotalDirectRadiance(geometry,material,reflectedLight);\n#ifdef O3_USE_SH\nvec3 irradiance=getLightProbeIrradiance(u_env_sh,geometry.normal);\n#ifdef OASIS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=u_envMapLight.diffuseIntensity;\n#else\nvec3 irradiance=u_envMapLight.diffuse*u_envMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry.viewDir,geometry.normal,material.roughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef CLEARCOAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry.viewDir,geometry.clearCoatNormal,material.clearCoatRoughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);reflectedLight.indirectSpecular+=clearCoatRadiance*material.clearCoat*envBRDFApprox(vec3(0.04),material.clearCoatRoughness,geometry.clearCoatDotNV);radianceAttenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nreflectedLight.indirectSpecular+=radianceAttenuation*radiance*envBRDFApprox(material.specularColor,material.roughness,geometry.dotNV);\n#ifdef OCCLUSIONTEXTURE\nvec2 aoUV=v_uv;\n#ifdef O3_HAS_UV1\nif(u_occlusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(u_occlusionTexture,aoUV).r-1.0)*u_occlusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef O3_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=u_emissiveColor;\n#ifdef EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(u_emissiveTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nemissiveColor=gammaToLinear(emissiveColor);\n#endif\nemissiveRadiance*=emissiveColor.rgb;\n#endif\nvec3 totalRadiance=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+reflectedLight.directSpecular+reflectedLight.indirectSpecular+emissiveRadiance;vec4 targetColor=vec4(totalRadiance,material.opacity);gl_FragColor=targetColor;"; // eslint-disable-line
1435
1435
  var PBRShaderLib = {
1436
1436
  pbr_frag_define: pbr_frag_define,
1437
1437
  pbr_helper: pbr_helper,
@@ -1452,7 +1452,7 @@ var ShadowLib = {
1452
1452
  ShadowVertexDeclaration: ShadowVertexDeclaration,
1453
1453
  ShadowVertex: ShadowVertex
1454
1454
  };
1455
- var normal_get = "#define GLSLIFY 1\nvec3 getNormal(){\n#ifdef O3_HAS_NORMAL\nvec3 normal=normalize(v_normal);\n#elif defined(HAS_DERIVATIVES)\nvec3 pos_dx=dFdx(v_pos);vec3 pos_dy=dFdy(v_pos);vec3 normal=normalize(cross(pos_dx,pos_dy));\n#else\nvec3 normal=vec3(0,0,1);\n#endif\nnormal*=float(gl_FrontFacing)*2.0-1.0;return normal;}vec3 getNormalByNormalTexture(mat3 tbn,sampler2D normalTexture,float normalIntensity,vec2 uv){vec3 normal=texture2D(normalTexture,uv).rgb;normal=normalize(tbn*((2.0*normal-1.0)*vec3(normalIntensity,normalIntensity,1.0)));normal*=float(gl_FrontFacing)*2.0-1.0;return normal;}mat3 getTBN(){\n#if defined(O3_HAS_NORMAL) && defined(O3_HAS_TANGENT) && ( defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE) )\nmat3 tbn=v_TBN;\n#else\nvec3 normal=getNormal();vec3 position=v_pos;vec2 uv=gl_FrontFacing? v_uv:-v_uv;\n#ifdef HAS_DERIVATIVES\nvec3 dp1=dFdx(position);vec3 dp2=dFdy(position);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));mat3 tbn=mat3(tangent*invmax,binormal*invmax,normal);\n#else\nmat3 tbn=mat3(vec3(0.0),vec3(0.0),normal);\n#endif\n#endif\nreturn tbn;}"; // eslint-disable-line
1455
+ var normal_get = "#define GLSLIFY 1\nvec3 getNormal(bool isFrontFacing){\n#ifdef O3_HAS_NORMAL\nvec3 normal=normalize(v_normal);\n#elif defined(HAS_DERIVATIVES)\nvec3 pos_dx=dFdx(v_pos);vec3 pos_dy=dFdy(v_pos);vec3 normal=normalize(cross(pos_dx,pos_dy));\n#else\nvec3 normal=vec3(0,0,1);\n#endif\nnormal*=float(isFrontFacing)*2.0-1.0;return normal;}vec3 getNormalByNormalTexture(mat3 tbn,sampler2D normalTexture,float normalIntensity,vec2 uv,bool isFrontFacing){vec3 normal=texture2D(normalTexture,uv).rgb;normal=normalize(tbn*((2.0*normal-1.0)*vec3(normalIntensity,normalIntensity,1.0)));normal*=float(isFrontFacing)*2.0-1.0;return normal;}mat3 getTBN(bool isFrontFacing){\n#if defined(O3_HAS_NORMAL) && defined(O3_HAS_TANGENT) && ( defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE) )\nmat3 tbn=v_TBN;\n#else\nvec3 normal=getNormal(isFrontFacing);vec3 position=v_pos;vec2 uv=isFrontFacing? v_uv:-v_uv;\n#ifdef HAS_DERIVATIVES\nvec3 dp1=dFdx(position);vec3 dp2=dFdy(position);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));mat3 tbn=mat3(tangent*invmax,binormal*invmax,normal);\n#else\nmat3 tbn=mat3(vec3(0.0),vec3(0.0),normal);\n#endif\n#endif\nreturn tbn;}"; // eslint-disable-line
1456
1456
  var ShaderLib = _extends$2({
1457
1457
  common: common,
1458
1458
  common_vert: common_vert,
@@ -11501,6 +11501,7 @@ var MeshModifyFlags;
11501
11501
  var subDataDirtyFlags = this._subDataDirtyFlags;
11502
11502
  var blendShapeFloatStride = this._vertexElementCount * 3;
11503
11503
  var blendShapeByteStride = blendShapeFloatStride * 4;
11504
+ var bufferOffset = this._bufferBindingOffset;
11504
11505
  // @todo: should fix bug when dataChangedFlag is true
11505
11506
  for(var i = 0, n = blendShapes.length; i < n; i++){
11506
11507
  var dataChangedFlag = subDataDirtyFlags[i];
@@ -11518,7 +11519,7 @@ var MeshModifyFlags;
11518
11519
  var offset = indexInBuffer * blendShapeFloatStride;
11519
11520
  var storeInfo = storeInfos[i];
11520
11521
  storeInfo || (storeInfos[i] = storeInfo = new miniprogram$7.Vector2());
11521
- storeInfo.set(bufferIndex + 1, indexInBuffer * blendShapeByteStride); // BlendShape buffer is start from 1
11522
+ storeInfo.set(bufferOffset + bufferIndex, indexInBuffer * blendShapeByteStride); // BufferOffset is mesh vertexBuffer offset
11522
11523
  var deltaPositions = endFrame.deltaPositions;
11523
11524
  for(var j = 0; j < vertexCount; j++){
11524
11525
  var start = offset + bufferFloatStride * j;
@@ -28542,7 +28543,7 @@ var SpriteAtlasLoader = /*#__PURE__*/ function(Loader) {
28542
28543
  var atlasItem = atlasItems[i];
28543
28544
  if (atlasItem.img) {
28544
28545
  chainPromises.push(resourceManager.load({
28545
- url: atlasItem.img,
28546
+ url: GLTFUtil.parseRelativeUrl(item.url, atlasItem.img),
28546
28547
  type: miniprogram$5.AssetType.Texture2D,
28547
28548
  params: {
28548
28549
  format: format,
@@ -29087,7 +29088,9 @@ var KHR_materials_ior = /*#__PURE__*/ function(GLTFExtensionParser) {
29087
29088
  };
29088
29089
  _inherits$1(KHR_materials_ior, GLTFExtensionParser);
29089
29090
  var _proto = KHR_materials_ior.prototype;
29090
- _proto.parseEngineResource = function parseEngineResource(schema, material, context) {
29091
+ /**
29092
+ * @override
29093
+ */ _proto.additiveParse = function additiveParse(context, material, schema) {
29091
29094
  var _schema_ior = schema.ior, ior = _schema_ior === void 0 ? 1.5 : _schema_ior;
29092
29095
  material.ior = ior;
29093
29096
  };
@@ -34257,38 +34260,6 @@ function _inherits(subClass, superClass) {
34257
34260
  });
34258
34261
  if (superClass) _set_prototype_of(subClass, superClass);
34259
34262
  }
34260
- /**
34261
- * WebGL platform engine,support includes WebGL1.0 and WebGL2.0.
34262
- */ var WebGLEngine = /*#__PURE__*/ function(Engine) {
34263
- var WebGLEngine = function WebGLEngine() {
34264
- return Engine.apply(this, arguments);
34265
- };
34266
- _inherits(WebGLEngine, Engine);
34267
- /**
34268
- * Create a WebGL engine.
34269
- * @param configuration - WebGL engine configuration
34270
- * @returns A promise that will resolve when the engine is created
34271
- */ WebGLEngine.create = function create(configuration) {
34272
- var canvas = configuration.canvas;
34273
- var webCanvas = new WebCanvas(typeof canvas === "string" ? engineMiniprogramAdapter.document.getElementById(canvas) : canvas);
34274
- var webGLGraphicDevice = new WebGLGraphicDevice(configuration.graphicDeviceOptions);
34275
- var engine = new WebGLEngine(webCanvas, webGLGraphicDevice, configuration);
34276
- // @ts-ignore
34277
- return engine._initialize(configuration);
34278
- };
34279
- _create_class(WebGLEngine, [
34280
- {
34281
- key: "canvas",
34282
- get: /**
34283
- * Web canvas.
34284
- */ function get() {
34285
- // @ts-ignore
34286
- return this._canvas;
34287
- }
34288
- }
34289
- ]);
34290
- return WebGLEngine;
34291
- }(miniprogram$1$1.Engine);
34292
34263
  function _extends() {
34293
34264
  _extends = Object.assign || function assign(target) {
34294
34265
  for(var i = 1; i < arguments.length; i++){
@@ -34299,83 +34270,6 @@ function _extends() {
34299
34270
  };
34300
34271
  return _extends.apply(this, arguments);
34301
34272
  }
34302
- var GLBuffer = /*#__PURE__*/ function() {
34303
- var GLBuffer = function GLBuffer(rhi, type, byteLength, bufferUsage, data) {
34304
- if (bufferUsage === void 0) bufferUsage = miniprogram$1$1.BufferUsage.Static;
34305
- var gl = rhi.gl;
34306
- var glBuffer = gl.createBuffer();
34307
- var glBufferUsage = this._getGLBufferUsage(gl, bufferUsage);
34308
- var glBindTarget = type === miniprogram$1$1.BufferBindFlag.VertexBuffer ? gl.ARRAY_BUFFER : gl.ELEMENT_ARRAY_BUFFER;
34309
- this._gl = gl;
34310
- this._glBuffer = glBuffer;
34311
- this._glBufferUsage = glBufferUsage;
34312
- this._glBindTarget = glBindTarget;
34313
- this._isWebGL2 = rhi.isWebGL2;
34314
- this.bind();
34315
- if (data) {
34316
- gl.bufferData(glBindTarget, data, glBufferUsage);
34317
- } else {
34318
- gl.bufferData(glBindTarget, byteLength, glBufferUsage);
34319
- }
34320
- gl.bindBuffer(glBindTarget, null);
34321
- };
34322
- var _proto = GLBuffer.prototype;
34323
- _proto.bind = function bind() {
34324
- this._gl.bindBuffer(this._glBindTarget, this._glBuffer);
34325
- };
34326
- _proto.setData = function setData(byteLength, data, bufferByteOffset, dataOffset, dataLength, options) {
34327
- var gl = this._gl;
34328
- var glBindTarget = this._glBindTarget;
34329
- this.bind();
34330
- if (options === miniprogram$1$1.SetDataOptions.Discard) {
34331
- gl.bufferData(glBindTarget, byteLength, this._glBufferUsage);
34332
- }
34333
- // TypeArray is BYTES_PER_ELEMENT, unTypeArray is 1
34334
- var byteSize = data.BYTES_PER_ELEMENT || 1;
34335
- var dataByteLength = dataLength ? byteSize * dataLength : data.byteLength;
34336
- if (dataOffset !== 0 || dataByteLength < data.byteLength) {
34337
- var isArrayBufferView = data.byteOffset !== undefined;
34338
- if (this._isWebGL2 && isArrayBufferView) {
34339
- gl.bufferSubData(glBindTarget, bufferByteOffset, data, dataOffset, dataByteLength / byteSize);
34340
- } else {
34341
- var subData = new Uint8Array(isArrayBufferView ? data.buffer : data, dataOffset * byteSize, dataByteLength);
34342
- gl.bufferSubData(glBindTarget, bufferByteOffset, subData);
34343
- }
34344
- } else {
34345
- gl.bufferSubData(glBindTarget, bufferByteOffset, data);
34346
- }
34347
- gl.bindBuffer(glBindTarget, null);
34348
- };
34349
- _proto.getData = function getData(data, bufferByteOffset, dataOffset, dataLength) {
34350
- if (this._isWebGL2) {
34351
- var gl = this._gl;
34352
- this.bind();
34353
- gl.getBufferSubData(this._glBindTarget, bufferByteOffset, data, dataOffset, dataLength);
34354
- } else {
34355
- throw "Buffer is write-only on WebGL1.0 platforms.";
34356
- }
34357
- };
34358
- _proto.resize = function resize(byteLength) {
34359
- this.bind();
34360
- this._gl.bufferData(this._glBindTarget, byteLength, this._glBufferUsage);
34361
- };
34362
- _proto.destroy = function destroy() {
34363
- this._gl.deleteBuffer(this._glBuffer);
34364
- this._gl = null;
34365
- this._glBuffer = null;
34366
- };
34367
- _proto._getGLBufferUsage = function _getGLBufferUsage(gl, bufferUsage) {
34368
- switch(bufferUsage){
34369
- case miniprogram$1$1.BufferUsage.Static:
34370
- return gl.STATIC_DRAW;
34371
- case miniprogram$1$1.BufferUsage.Dynamic:
34372
- return gl.DYNAMIC_DRAW;
34373
- case miniprogram$1$1.BufferUsage.Stream:
34374
- return gl.STREAM_DRAW;
34375
- }
34376
- };
34377
- return GLBuffer;
34378
- }();
34379
34273
  /**
34380
34274
  * GL capability.
34381
34275
  */ var GLCapability = /*#__PURE__*/ function() {
@@ -34638,8 +34532,8 @@ var GLBuffer = /*#__PURE__*/ function() {
34638
34532
  if (useVao) {
34639
34533
  gl.drawElements(topology, count, _glIndexType, start * _glIndexByteCount);
34640
34534
  } else {
34641
- var _glBuffer = _indexBufferBinding.buffer._platformBuffer._glBuffer;
34642
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, _glBuffer);
34535
+ var _nativeBuffer = _indexBufferBinding.buffer._nativeBuffer;
34536
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, _nativeBuffer);
34643
34537
  gl.drawElements(topology, count, _glIndexType, start * _glIndexByteCount);
34644
34538
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
34645
34539
  }
@@ -34652,8 +34546,8 @@ var GLBuffer = /*#__PURE__*/ function() {
34652
34546
  if (useVao) {
34653
34547
  gl.drawElementsInstanced(topology, count, _glIndexType, start * _glIndexByteCount, _instanceCount);
34654
34548
  } else {
34655
- var _glBuffer1 = _indexBufferBinding.buffer._platformBuffer._glBuffer;
34656
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, _glBuffer1);
34549
+ var _nativeBuffer1 = _indexBufferBinding.buffer._nativeBuffer;
34550
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, _nativeBuffer1);
34657
34551
  gl.drawElementsInstanced(topology, count, _glIndexType, start * _glIndexByteCount, _instanceCount);
34658
34552
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
34659
34553
  }
@@ -34693,7 +34587,7 @@ var GLBuffer = /*#__PURE__*/ function() {
34693
34587
  var element = attributes[name];
34694
34588
  if (element) {
34695
34589
  var _vertexBufferBindings_element_bindingIndex = vertexBufferBindings[element.bindingIndex], buffer = _vertexBufferBindings_element_bindingIndex.buffer, stride = _vertexBufferBindings_element_bindingIndex.stride;
34696
- vbo = buffer._platformBuffer._glBuffer;
34590
+ vbo = buffer._nativeBuffer;
34697
34591
  // prevent binding the vbo which already bound at the last loop, e.g. a buffer with multiple attributes.
34698
34592
  if (lastBoundVbo !== vbo) {
34699
34593
  lastBoundVbo = vbo;
@@ -34725,7 +34619,7 @@ var GLBuffer = /*#__PURE__*/ function() {
34725
34619
  // @ts-ignore
34726
34620
  var _indexBufferBinding = this._primitive._indexBufferBinding;
34727
34621
  if (_indexBufferBinding) {
34728
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, _indexBufferBinding.buffer._platformBuffer._glBuffer);
34622
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, _indexBufferBinding.buffer._nativeBuffer);
34729
34623
  }
34730
34624
  this._bindBufferAndAttrib(shaderProgram);
34731
34625
  /** unbind */ gl.bindVertexArray(null);
@@ -35782,21 +35676,23 @@ exports.WebGLMode = void 0;
35782
35676
  WebGLMode[WebGLMode[/** WebGL1.0, */ "WebGL1"] = 2] = "WebGL1";
35783
35677
  })(exports.WebGLMode || (exports.WebGLMode = {}));
35784
35678
  /**
35785
- * WebGL graphic device, including WebGL1.0 and WebGL2.0.
35786
- */ var WebGLGraphicDevice = /*#__PURE__*/ function() {
35787
- var WebGLGraphicDevice = function WebGLGraphicDevice(initializeOptions) {
35679
+ * WebGL renderer, including WebGL1.0 and WebGL2.0.
35680
+ */ var WebGLRenderer = /*#__PURE__*/ function() {
35681
+ var WebGLRenderer = function WebGLRenderer(initializeOptions) {
35788
35682
  if (initializeOptions === void 0) initializeOptions = {};
35789
- /** @internal */ this._readFrameBuffer = null;
35790
35683
  /** @internal */ this._enableGlobalDepthBias = false;
35791
35684
  this._activeTextures = new Array(32);
35685
+ // cache value
35792
35686
  this._lastViewport = new miniprogram$1.Vector4(null, null, null, null);
35793
35687
  this._lastScissor = new miniprogram$1.Vector4(null, null, null, null);
35794
35688
  this._lastClearColor = new miniprogram$1.Color(null, null, null, null);
35795
35689
  this._scissorEnable = false;
35796
35690
  var options = _extends({
35797
35691
  webGLMode: 0,
35692
+ alpha: false,
35798
35693
  stencil: true,
35799
- _forceFlush: false
35694
+ _forceFlush: false,
35695
+ _maxAllowSkinUniformVectorCount: 256
35800
35696
  }, initializeOptions);
35801
35697
  if (miniprogram$1$1.SystemInfo.platform === miniprogram$1$1.Platform.IPhone || miniprogram$1$1.SystemInfo.platform === miniprogram$1$1.Platform.IPad) {
35802
35698
  var version = miniprogram$1$1.SystemInfo.operatingSystem.match(/(\d+).?(\d+)?.?(\d+)?/);
@@ -35809,20 +35705,12 @@ exports.WebGLMode = void 0;
35809
35705
  }
35810
35706
  }
35811
35707
  this._options = options;
35812
- this._onWebGLContextLost = this._onWebGLContextLost.bind(this);
35813
- this._onWebGLContextRestored = this._onWebGLContextRestored.bind(this);
35814
35708
  };
35815
- var _proto = WebGLGraphicDevice.prototype;
35816
- _proto.init = function init(canvas, onDeviceLost, onDeviceRestored) {
35709
+ var _proto = WebGLRenderer.prototype;
35710
+ _proto.init = function init(canvas) {
35817
35711
  var options = this._options;
35818
- var webCanvas = canvas._webCanvas;
35712
+ var webCanvas = this._webCanvas = canvas._webCanvas;
35819
35713
  var webGLMode = options.webGLMode;
35820
- this._onDeviceLost = onDeviceLost;
35821
- this._onDeviceRestored = onDeviceRestored;
35822
- webCanvas.addEventListener("webglcontextlost", this._onWebGLContextLost, false);
35823
- webCanvas.addEventListener("webglcontextrestored", this._onWebGLContextRestored, false);
35824
- webCanvas.addEventListener("webglcontextcreationerror", this._onContextCreationError, false);
35825
- this._webCanvas = webCanvas;
35826
35714
  var gl;
35827
35715
  if (webGLMode == 0 || webGLMode == 1) {
35828
35716
  gl = webCanvas.getContext("webgl2", options);
@@ -35848,7 +35736,16 @@ exports.WebGLMode = void 0;
35848
35736
  throw new Error("Get GL Context FAILED.");
35849
35737
  }
35850
35738
  this._gl = gl;
35851
- this._initGLState(gl);
35739
+ this._activeTextureID = gl.TEXTURE0;
35740
+ this._renderStates = new GLRenderStates(gl);
35741
+ this._extensions = new GLExtensions(this);
35742
+ this._capability = new GLCapability(this);
35743
+ // Make sure the active texture in gl context is on default, because gl context may be used in other webgl renderer.
35744
+ gl.activeTexture(gl.TEXTURE0);
35745
+ var debugRenderInfo = gl.getExtension("WEBGL_debug_renderer_info");
35746
+ if (debugRenderInfo != null) {
35747
+ this._renderer = gl.getParameter(debugRenderInfo.UNMASKED_RENDERER_WEBGL);
35748
+ }
35852
35749
  };
35853
35750
  _proto.createPlatformPrimitive = function createPlatformPrimitive(primitive) {
35854
35751
  return new GLPrimitive(this, primitive);
@@ -35865,10 +35762,6 @@ exports.WebGLMode = void 0;
35865
35762
  _proto.createPlatformRenderTarget = function createPlatformRenderTarget(target) {
35866
35763
  return new GLRenderTarget(this, target);
35867
35764
  };
35868
- _proto.createPlatformBuffer = function createPlatformBuffer(type, byteLength, bufferUsage, data) {
35869
- if (bufferUsage === void 0) bufferUsage = miniprogram$1$1.BufferUsage.Static;
35870
- return new GLBuffer(this, type, byteLength, bufferUsage, data);
35871
- };
35872
35765
  _proto.requireExtension = function requireExtension(ext) {
35873
35766
  return this._extensions.requireExtension(ext);
35874
35767
  };
@@ -35996,57 +35889,8 @@ exports.WebGLMode = void 0;
35996
35889
  _proto.flush = function flush() {
35997
35890
  this._gl.flush();
35998
35891
  };
35999
- _proto.forceLoseDevice = function forceLoseDevice() {
36000
- var extension = this.requireExtension(miniprogram$1$1.GLCapabilityType.WEBGL_lose_context);
36001
- extension.loseContext();
36002
- };
36003
- _proto.forceRestoreDevice = function forceRestoreDevice() {
36004
- var extension = this.requireExtension(miniprogram$1$1.GLCapabilityType.WEBGL_lose_context);
36005
- extension.restoreContext();
36006
- };
36007
- _proto.resetState = function resetState() {
36008
- this._readFrameBuffer = null;
36009
- this._enableGlobalDepthBias = false;
36010
- this._currentBindShaderProgram = null;
36011
- var activeTextures = this._activeTextures;
36012
- for(var i = 0, n = activeTextures.length; i < n; i++){
36013
- activeTextures[i] = null;
36014
- }
36015
- this._lastViewport.set(null, null, null, null);
36016
- this._lastScissor.set(null, null, null, null);
36017
- this._lastClearColor.set(null, null, null, null);
36018
- this._scissorEnable = false;
36019
- this._initGLState(this._gl);
36020
- };
36021
- _proto._initGLState = function _initGLState(gl) {
36022
- this._activeTextureID = gl.TEXTURE0;
36023
- this._renderStates = new GLRenderStates(gl);
36024
- this._extensions = new GLExtensions(this);
36025
- this._capability = new GLCapability(this);
36026
- // Make sure the active texture in gl context is on default, because gl context may be used in other webgl renderer.
36027
- gl.activeTexture(gl.TEXTURE0);
36028
- var debugRenderInfo = gl.getExtension("WEBGL_debug_renderer_info");
36029
- if (debugRenderInfo != null) {
36030
- this._renderer = gl.getParameter(debugRenderInfo.UNMASKED_RENDERER_WEBGL);
36031
- }
36032
- };
36033
- _proto.destroy = function destroy() {
36034
- var webCanvas = this._webCanvas;
36035
- webCanvas.removeEventListener("webglcontextcreationerror", this._onContextCreationError, false);
36036
- webCanvas.removeEventListener("webglcontextlost", this._onWebGLContextLost, false);
36037
- webCanvas.removeEventListener("webglcontextrestored", this._onWebGLContextRestored, false);
36038
- };
36039
- _proto._onContextCreationError = function _onContextCreationError(event) {
36040
- console.error("WebGLRenderer: WebGL context could not be created. Reason: ", event.statusMessage);
36041
- };
36042
- _proto._onWebGLContextLost = function _onWebGLContextLost(event) {
36043
- event.preventDefault();
36044
- this._onDeviceLost();
36045
- };
36046
- _proto._onWebGLContextRestored = function _onWebGLContextRestored(event) {
36047
- this._onDeviceRestored();
36048
- };
36049
- _create_class(WebGLGraphicDevice, [
35892
+ _proto.destroy = function destroy() {};
35893
+ _create_class(WebGLRenderer, [
36050
35894
  {
36051
35895
  key: "isWebGL2",
36052
35896
  get: function get() {
@@ -36087,11 +35931,32 @@ exports.WebGLMode = void 0;
36087
35931
  }
36088
35932
  }
36089
35933
  ]);
36090
- return WebGLGraphicDevice;
35934
+ return WebGLRenderer;
36091
35935
  }();
35936
+ /**
35937
+ * WebGL platform engine,support includes WebGL1.0 and WebGL2.0.
35938
+ */ var WebGLEngine = /*#__PURE__*/ function(Engine) {
35939
+ var WebGLEngine = function WebGLEngine(canvas, webGLRendererOptions) {
35940
+ var webCanvas = new WebCanvas(typeof canvas === "string" ? engineMiniprogramAdapter.document.getElementById(canvas) : canvas);
35941
+ var hardwareRenderer = new WebGLRenderer(webGLRendererOptions);
35942
+ return Engine.call(this, webCanvas, hardwareRenderer);
35943
+ };
35944
+ _inherits(WebGLEngine, Engine);
35945
+ _create_class(WebGLEngine, [
35946
+ {
35947
+ key: "canvas",
35948
+ get: /**
35949
+ * Web canvas.
35950
+ */ function get() {
35951
+ return this._canvas;
35952
+ }
35953
+ }
35954
+ ]);
35955
+ return WebGLEngine;
35956
+ }(miniprogram$1$1.Engine);
36092
35957
  exports.WebCanvas = WebCanvas;
36093
35958
  exports.WebGLEngine = WebGLEngine;
36094
- exports.WebGLGraphicDevice = WebGLGraphicDevice;
35959
+ exports.WebGLRenderer = WebGLRenderer;
36095
35960
 
36096
35961
  var miniprogram$3 = /*#__PURE__*/Object.freeze({
36097
35962
  __proto__: null
@@ -36132,7 +35997,7 @@ function _interopNamespace(e) {
36132
35997
  }
36133
35998
  var CoreObjects__namespace = /*#__PURE__*/ _interopNamespace(CoreObjects);
36134
35999
  //@ts-ignore
36135
- var version = "0.0.0-experimental-0.9-plus.2";
36000
+ var version = "0.0.0-experimental-0.9-plus.4";
36136
36001
  console.log("Galacean engine version: " + version);
36137
36002
  for(var key in CoreObjects__namespace){
36138
36003
  CoreObjects.Loader.registerClass(key, CoreObjects__namespace[key]);