@galacean/engine-shader 2.0.0-alpha.30 → 2.0.0-alpha.32

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.
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+ {"version":3,"file":"sources.main.js","sources":["../src/ShaderLibrary/index.ts","../src/Shaders/index.ts"],"sourcesContent":["// Auto-generated by shader-compiler-precompile --emit-sources — do not edit.\n\nimport type { IShaderSource } from \"../Shaders\";\nimport BlinnPhong_ForwardPassBlinnPhong from \"./BlinnPhong/ForwardPassBlinnPhong.glsl\";\nimport BlinnPhong_MobileBlinnPhong from \"./BlinnPhong/MobileBlinnPhong.glsl\";\nimport Blit_BlitVertex from \"./Blit/BlitVertex.glsl\";\nimport Common_Attributes from \"./Common/Attributes.glsl\";\nimport Common_Common from \"./Common/Common.glsl\";\nimport Common_Fog from \"./Common/Fog.glsl\";\nimport Common_Normal from \"./Common/Normal.glsl\";\nimport Common_Transform from \"./Common/Transform.glsl\";\nimport Lighting_AmbientOcclusion_BilateralBlur from \"./Lighting/AmbientOcclusion/BilateralBlur.glsl\";\nimport Lighting_AmbientOcclusion_ScalableAmbientOcclusion from \"./Lighting/AmbientOcclusion/ScalableAmbientOcclusion.glsl\";\nimport Lighting_Light from \"./Lighting/Light.glsl\";\nimport Noise_NoiseCommon from \"./Noise/NoiseCommon.glsl\";\nimport Noise_NoiseSimplexGrad from \"./Noise/NoiseSimplexGrad.glsl\";\nimport PBR_BSDF from \"./PBR/BSDF.glsl\";\nimport PBR_ForwardPassPBR from \"./PBR/ForwardPassPBR.glsl\";\nimport PBR_FragmentPBR from \"./PBR/FragmentPBR.glsl\";\nimport PBR_LightDirectPBR from \"./PBR/LightDirectPBR.glsl\";\nimport PBR_LightIndirectFunctions from \"./PBR/LightIndirectFunctions.glsl\";\nimport PBR_LightIndirectPBR from \"./PBR/LightIndirectPBR.glsl\";\nimport PBR_ReflectionLobe from \"./PBR/ReflectionLobe.glsl\";\nimport PBR_Refraction from \"./PBR/Refraction.glsl\";\nimport PBR_VaryingsPBR from \"./PBR/VaryingsPBR.glsl\";\nimport PBR_VertexPBR from \"./PBR/VertexPBR.glsl\";\nimport Particle_Billboard_HorizontalBillboard from \"./Particle/Billboard/HorizontalBillboard.glsl\";\nimport Particle_Billboard_SphereBillboard from \"./Particle/Billboard/SphereBillboard.glsl\";\nimport Particle_Billboard_StretchedBillboard from \"./Particle/Billboard/StretchedBillboard.glsl\";\nimport Particle_Billboard_VerticalBillboard from \"./Particle/Billboard/VerticalBillboard.glsl\";\nimport Particle_Module_ColorOverLifetime from \"./Particle/Module/ColorOverLifetime.glsl\";\nimport Particle_Module_ForceOverLifetime from \"./Particle/Module/ForceOverLifetime.glsl\";\nimport Particle_Module_LimitVelocityOverLifetime from \"./Particle/Module/LimitVelocityOverLifetime.glsl\";\nimport Particle_Module_NoiseModule from \"./Particle/Module/NoiseModule.glsl\";\nimport Particle_Module_RotationOverLifetime from \"./Particle/Module/RotationOverLifetime.glsl\";\nimport Particle_Module_SizeOverLifetime from \"./Particle/Module/SizeOverLifetime.glsl\";\nimport Particle_Module_TextureSheetAnimation from \"./Particle/Module/TextureSheetAnimation.glsl\";\nimport Particle_Module_VelocityOverLifetime from \"./Particle/Module/VelocityOverLifetime.glsl\";\nimport Particle_ParticleCommon from \"./Particle/ParticleCommon.glsl\";\nimport Particle_ParticleFeedback from \"./Particle/ParticleFeedback.glsl\";\nimport Particle_ParticleMesh from \"./Particle/ParticleMesh.glsl\";\nimport PostProcess_Bloom_BloomBlurH from \"./PostProcess/Bloom/BloomBlurH.glsl\";\nimport PostProcess_Bloom_BloomBlurV from \"./PostProcess/Bloom/BloomBlurV.glsl\";\nimport PostProcess_Bloom_BloomPrefilter from \"./PostProcess/Bloom/BloomPrefilter.glsl\";\nimport PostProcess_Bloom_BloomUpsample from \"./PostProcess/Bloom/BloomUpsample.glsl\";\nimport PostProcess_FXAA_FXAA3_11 from \"./PostProcess/FXAA/FXAA3_11.glsl\";\nimport PostProcess_Filtering from \"./PostProcess/Filtering.glsl\";\nimport PostProcess_FinalAntiAliasing from \"./PostProcess/FinalAntiAliasing.glsl\";\nimport PostProcess_FinalSRGB from \"./PostProcess/FinalSRGB.glsl\";\nimport PostProcess_PostCommon from \"./PostProcess/PostCommon.glsl\";\nimport PostProcess_Tonemapping_ACES_ColorTransform from \"./PostProcess/Tonemapping/ACES/ColorTransform.glsl\";\nimport PostProcess_Tonemapping_ACES_ODT from \"./PostProcess/Tonemapping/ACES/ODT.glsl\";\nimport PostProcess_Tonemapping_ACES_RRT from \"./PostProcess/Tonemapping/ACES/RRT.glsl\";\nimport PostProcess_Tonemapping_ACES_Tonescale from \"./PostProcess/Tonemapping/ACES/Tonescale.glsl\";\nimport PostProcess_Tonemapping_ACESTonemapping from \"./PostProcess/Tonemapping/ACESTonemapping.glsl\";\nimport PostProcess_Tonemapping_NeutralTonemapping from \"./PostProcess/Tonemapping/NeutralTonemapping.glsl\";\nimport PostProcess_UberPost from \"./PostProcess/UberPost.glsl\";\nimport Shadow_Shadow from \"./Shadow/Shadow.glsl\";\nimport Shadow_ShadowSampleTent from \"./Shadow/ShadowSampleTent.glsl\";\nimport Skin_BlendShape from \"./Skin/BlendShape.glsl\";\nimport Skin_Skin from \"./Skin/Skin.glsl\";\n\n// prettier-ignore\nexport const shaderLibrary: IShaderSource[] = [\n { source: BlinnPhong_ForwardPassBlinnPhong, path: \"ShaderLibrary/BlinnPhong/ForwardPassBlinnPhong.glsl\" },\n { source: BlinnPhong_MobileBlinnPhong, path: \"ShaderLibrary/BlinnPhong/MobileBlinnPhong.glsl\" },\n { source: Blit_BlitVertex, path: \"ShaderLibrary/Blit/BlitVertex.glsl\" },\n { source: Common_Attributes, path: \"ShaderLibrary/Common/Attributes.glsl\" },\n { source: Common_Common, path: \"ShaderLibrary/Common/Common.glsl\" },\n { source: Common_Fog, path: \"ShaderLibrary/Common/Fog.glsl\" },\n { source: Common_Normal, path: \"ShaderLibrary/Common/Normal.glsl\" },\n { source: Common_Transform, path: \"ShaderLibrary/Common/Transform.glsl\" },\n { source: Lighting_AmbientOcclusion_BilateralBlur, path: \"ShaderLibrary/Lighting/AmbientOcclusion/BilateralBlur.glsl\" },\n { source: Lighting_AmbientOcclusion_ScalableAmbientOcclusion, path: \"ShaderLibrary/Lighting/AmbientOcclusion/ScalableAmbientOcclusion.glsl\" },\n { source: Lighting_Light, path: \"ShaderLibrary/Lighting/Light.glsl\" },\n { source: Noise_NoiseCommon, path: \"ShaderLibrary/Noise/NoiseCommon.glsl\" },\n { source: Noise_NoiseSimplexGrad, path: \"ShaderLibrary/Noise/NoiseSimplexGrad.glsl\" },\n { source: PBR_BSDF, path: \"ShaderLibrary/PBR/BSDF.glsl\" },\n { source: PBR_ForwardPassPBR, path: \"ShaderLibrary/PBR/ForwardPassPBR.glsl\" },\n { source: PBR_FragmentPBR, path: \"ShaderLibrary/PBR/FragmentPBR.glsl\" },\n { source: PBR_LightDirectPBR, path: \"ShaderLibrary/PBR/LightDirectPBR.glsl\" },\n { source: PBR_LightIndirectFunctions, path: \"ShaderLibrary/PBR/LightIndirectFunctions.glsl\" },\n { source: PBR_LightIndirectPBR, path: \"ShaderLibrary/PBR/LightIndirectPBR.glsl\" },\n { source: PBR_ReflectionLobe, path: \"ShaderLibrary/PBR/ReflectionLobe.glsl\" },\n { source: PBR_Refraction, path: \"ShaderLibrary/PBR/Refraction.glsl\" },\n { source: PBR_VaryingsPBR, path: \"ShaderLibrary/PBR/VaryingsPBR.glsl\" },\n { source: PBR_VertexPBR, path: \"ShaderLibrary/PBR/VertexPBR.glsl\" },\n { source: Particle_Billboard_HorizontalBillboard, path: \"ShaderLibrary/Particle/Billboard/HorizontalBillboard.glsl\" },\n { source: Particle_Billboard_SphereBillboard, path: \"ShaderLibrary/Particle/Billboard/SphereBillboard.glsl\" },\n { source: Particle_Billboard_StretchedBillboard, path: \"ShaderLibrary/Particle/Billboard/StretchedBillboard.glsl\" },\n { source: Particle_Billboard_VerticalBillboard, path: \"ShaderLibrary/Particle/Billboard/VerticalBillboard.glsl\" },\n { source: Particle_Module_ColorOverLifetime, path: \"ShaderLibrary/Particle/Module/ColorOverLifetime.glsl\" },\n { source: Particle_Module_ForceOverLifetime, path: \"ShaderLibrary/Particle/Module/ForceOverLifetime.glsl\" },\n { source: Particle_Module_LimitVelocityOverLifetime, path: \"ShaderLibrary/Particle/Module/LimitVelocityOverLifetime.glsl\" },\n { source: Particle_Module_NoiseModule, path: \"ShaderLibrary/Particle/Module/NoiseModule.glsl\" },\n { source: Particle_Module_RotationOverLifetime, path: \"ShaderLibrary/Particle/Module/RotationOverLifetime.glsl\" },\n { source: Particle_Module_SizeOverLifetime, path: \"ShaderLibrary/Particle/Module/SizeOverLifetime.glsl\" },\n { source: Particle_Module_TextureSheetAnimation, path: \"ShaderLibrary/Particle/Module/TextureSheetAnimation.glsl\" },\n { source: Particle_Module_VelocityOverLifetime, path: \"ShaderLibrary/Particle/Module/VelocityOverLifetime.glsl\" },\n { source: Particle_ParticleCommon, path: \"ShaderLibrary/Particle/ParticleCommon.glsl\" },\n { source: Particle_ParticleFeedback, path: \"ShaderLibrary/Particle/ParticleFeedback.glsl\" },\n { source: Particle_ParticleMesh, path: \"ShaderLibrary/Particle/ParticleMesh.glsl\" },\n { source: PostProcess_Bloom_BloomBlurH, path: \"ShaderLibrary/PostProcess/Bloom/BloomBlurH.glsl\" },\n { source: PostProcess_Bloom_BloomBlurV, path: \"ShaderLibrary/PostProcess/Bloom/BloomBlurV.glsl\" },\n { source: PostProcess_Bloom_BloomPrefilter, path: \"ShaderLibrary/PostProcess/Bloom/BloomPrefilter.glsl\" },\n { source: PostProcess_Bloom_BloomUpsample, path: \"ShaderLibrary/PostProcess/Bloom/BloomUpsample.glsl\" },\n { source: PostProcess_FXAA_FXAA3_11, path: \"ShaderLibrary/PostProcess/FXAA/FXAA3_11.glsl\" },\n { source: PostProcess_Filtering, path: \"ShaderLibrary/PostProcess/Filtering.glsl\" },\n { source: PostProcess_FinalAntiAliasing, path: \"ShaderLibrary/PostProcess/FinalAntiAliasing.glsl\" },\n { source: PostProcess_FinalSRGB, path: \"ShaderLibrary/PostProcess/FinalSRGB.glsl\" },\n { source: PostProcess_PostCommon, path: \"ShaderLibrary/PostProcess/PostCommon.glsl\" },\n { source: PostProcess_Tonemapping_ACES_ColorTransform, path: \"ShaderLibrary/PostProcess/Tonemapping/ACES/ColorTransform.glsl\" },\n { source: PostProcess_Tonemapping_ACES_ODT, path: \"ShaderLibrary/PostProcess/Tonemapping/ACES/ODT.glsl\" },\n { source: PostProcess_Tonemapping_ACES_RRT, path: \"ShaderLibrary/PostProcess/Tonemapping/ACES/RRT.glsl\" },\n { source: PostProcess_Tonemapping_ACES_Tonescale, path: \"ShaderLibrary/PostProcess/Tonemapping/ACES/Tonescale.glsl\" },\n { source: PostProcess_Tonemapping_ACESTonemapping, path: \"ShaderLibrary/PostProcess/Tonemapping/ACESTonemapping.glsl\" },\n { source: PostProcess_Tonemapping_NeutralTonemapping, path: \"ShaderLibrary/PostProcess/Tonemapping/NeutralTonemapping.glsl\" },\n { source: PostProcess_UberPost, path: \"ShaderLibrary/PostProcess/UberPost.glsl\" },\n { source: Shadow_Shadow, path: \"ShaderLibrary/Shadow/Shadow.glsl\" },\n { source: Shadow_ShadowSampleTent, path: \"ShaderLibrary/Shadow/ShadowSampleTent.glsl\" },\n { source: Skin_BlendShape, path: \"ShaderLibrary/Skin/BlendShape.glsl\" },\n { source: Skin_Skin, path: \"ShaderLibrary/Skin/Skin.glsl\" },\n];\n","// Auto-generated by shader-compiler-precompile --emit-sources — do not edit.\n\nimport _2D_Sprite from \"./2D/Sprite.shader\";\nimport _2D_SpriteMask from \"./2D/SpriteMask.shader\";\nimport _2D_Text from \"./2D/Text.shader\";\nimport _2D_UIDefault from \"./2D/UIDefault.shader\";\nimport BlinnPhong from \"./BlinnPhong.shader\";\nimport Blit_Blit from \"./Blit/Blit.shader\";\nimport Blit_BlitScreen from \"./Blit/BlitScreen.shader\";\nimport Effect_Particle from \"./Effect/Particle.shader\";\nimport Effect_ParticleFeedback from \"./Effect/ParticleFeedback.shader\";\nimport Effect_Trail from \"./Effect/Trail.shader\";\nimport Lighting_ScalableAmbientOcclusion from \"./Lighting/ScalableAmbientOcclusion.shader\";\nimport PBR from \"./PBR.shader\";\nimport Pipeline_DepthOnly from \"./Pipeline/DepthOnly.shader\";\nimport Pipeline_ShadowCaster from \"./Pipeline/ShadowCaster.shader\";\nimport PostProcess_Bloom from \"./PostProcess/Bloom.shader\";\nimport PostProcess_FinalAntiAliasing from \"./PostProcess/FinalAntiAliasing.shader\";\nimport PostProcess_FinalSRGB from \"./PostProcess/FinalSRGB.shader\";\nimport PostProcess_Uber from \"./PostProcess/Uber.shader\";\nimport Sky_BackgroundTexture from \"./Sky/BackgroundTexture.shader\";\nimport Sky_SkyProcedural from \"./Sky/SkyProcedural.shader\";\nimport Sky_Skybox from \"./Sky/Skybox.shader\";\nimport Unlit from \"./Unlit.shader\";\n\nexport interface IShaderSource {\n path: string;\n source: string;\n}\n\n// prettier-ignore\nexport const shaders: IShaderSource[] = [\n { source: _2D_Sprite, path: \"Shaders/2D/Sprite.shader\" },\n { source: _2D_SpriteMask, path: \"Shaders/2D/SpriteMask.shader\" },\n { source: _2D_Text, path: \"Shaders/2D/Text.shader\" },\n { source: _2D_UIDefault, path: \"Shaders/2D/UIDefault.shader\" },\n { source: BlinnPhong, path: \"Shaders/BlinnPhong.shader\" },\n { source: Blit_Blit, path: \"Shaders/Blit/Blit.shader\" },\n { source: Blit_BlitScreen, path: \"Shaders/Blit/BlitScreen.shader\" },\n { source: Effect_Particle, path: \"Shaders/Effect/Particle.shader\" },\n { source: Effect_ParticleFeedback, path: \"Shaders/Effect/ParticleFeedback.shader\" },\n { source: Effect_Trail, path: 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