@galacean/engine 0.9.0-beta.81 → 0.9.0-beta.82

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/browser.js CHANGED
@@ -12152,7 +12152,6 @@
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  var common_vert = "#define GLSLIFY 1\nattribute vec3 POSITION;\n#ifdef O3_HAS_UV\nattribute vec2 TEXCOORD_0;\n#endif\n#ifdef O3_HAS_UV1\nattribute vec2 TEXCOORD_1;\n#endif\n#ifdef O3_HAS_SKIN\nattribute vec4 JOINTS_0;attribute vec4 WEIGHTS_0;\n#ifdef O3_USE_JOINT_TEXTURE\nuniform sampler2D u_jointSampler;uniform float u_jointCount;mat4 getJointMatrix(sampler2D smp,float index){float base=index/u_jointCount;float hf=0.5/u_jointCount;float v=base+hf;vec4 m0=texture2D(smp,vec2(0.125,v));vec4 m1=texture2D(smp,vec2(0.375,v));vec4 m2=texture2D(smp,vec2(0.625,v));vec4 m3=texture2D(smp,vec2(0.875,v));return mat4(m0,m1,m2,m3);}\n#else\nuniform mat4 u_jointMatrix[O3_JOINTS_NUM];\n#endif\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nattribute vec4 COLOR_0;\n#endif\n#include <transform_declare>\n#include <camera_declare>\nuniform vec4 u_tilingOffset;\n#ifndef OMIT_NORMAL\n#ifdef O3_HAS_NORMAL\nattribute vec3 NORMAL;\n#endif\n#ifdef O3_HAS_TANGENT\nattribute vec4 TANGENT;\n#endif\n#endif\n"; // eslint-disable-line
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  var transform_declare = "#define GLSLIFY 1\nuniform mat4 u_localMat;uniform mat4 u_modelMat;uniform mat4 u_viewMat;uniform mat4 u_projMat;uniform mat4 u_MVMat;uniform mat4 u_MVPMat;uniform mat4 u_normalMat;"; // eslint-disable-line
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  var color_share = "#define GLSLIFY 1\n#ifdef O3_HAS_VERTEXCOLOR\nvarying vec4 v_color;\n#endif\n"; // eslint-disable-line
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- var RendererFragmentDeclaration = "#define GLSLIFY 1\nuniform highp ivec4 oasis_RendererLayer;"; // eslint-disable-line
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  var FogFragmentDeclaration = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nvarying vec3 v_positionVS;uniform vec4 oasis_FogColor;uniform vec4 oasis_FogParams;float ComputeFogIntensity(float fogDepth){\n#if OASIS_FOG_MODE == 1\nreturn clamp(fogDepth*oasis_FogParams.x+oasis_FogParams.y,0.0,1.0);\n#elif OASIS_FOG_MODE == 2\nreturn clamp(exp2(-fogDepth*oasis_FogParams.z),0.0,1.0);\n#elif OASIS_FOG_MODE == 3\nfloat factor=fogDepth*oasis_FogParams.w;return clamp(exp2(-factor*factor),0.0,1.0);\n#endif\n}\n#endif\n"; // eslint-disable-line
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  var FogVertexDeclaration = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nvarying vec3 v_positionVS;\n#endif\n"; // eslint-disable-line
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  var normal_share = "#define GLSLIFY 1\n#ifndef OMIT_NORMAL\n#ifdef O3_HAS_NORMAL\nvarying vec3 v_normal;\n#if defined(O3_HAS_TANGENT) && ( defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE) )\nvarying mat3 v_TBN;\n#endif\n#endif\n#endif\n"; // eslint-disable-line
@@ -12170,7 +12169,7 @@
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  var uv_vert = "#define GLSLIFY 1\n#ifdef O3_HAS_UV\nv_uv=TEXCOORD_0;\n#else\nv_uv=vec2(0.,0.);\n#endif\n#ifdef O3_HAS_UV1\nv_uv1=TEXCOORD_1;\n#endif\n#ifdef O3_NEED_TILINGOFFSET\nv_uv=v_uv*u_tilingOffset.xy+u_tilingOffset.zw;\n#endif\n"; // eslint-disable-line
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  var worldpos_vert = "#define GLSLIFY 1\n#ifdef O3_NEED_WORLDPOS\nvec4 temp_pos=u_modelMat*position;v_pos=temp_pos.xyz/temp_pos.w;\n#endif\n"; // eslint-disable-line
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  var FogFragment = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nfloat fogIntensity=ComputeFogIntensity(length(v_positionVS));gl_FragColor.rgb=mix(oasis_FogColor.rgb,gl_FragColor.rgb,fogIntensity);\n#endif\n"; // eslint-disable-line
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- var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct DirectLight{vec3 color;vec3 direction;};uniform ivec2 u_directLightCullingMask[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightColor[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightDirection[O3_DIRECT_LIGHT_COUNT];\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nstruct PointLight{vec3 color;vec3 position;float distance;};uniform ivec2 u_pointLightCullingMask[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightColor[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightPosition[O3_POINT_LIGHT_COUNT];uniform float u_pointLightDistance[O3_POINT_LIGHT_COUNT];\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nstruct SpotLight{vec3 color;vec3 position;vec3 direction;float distance;float angleCos;float penumbraCos;};uniform ivec2 u_spotLightCullingMask[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightColor[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightPosition[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightDirection[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightDistance[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightAngleCos[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightPenumbraCos[O3_SPOT_LIGHT_COUNT];\n#endif\nstruct EnvMapLight{vec3 diffuse;float mipMapLevel;float diffuseIntensity;float specularIntensity;};uniform EnvMapLight u_envMapLight;\n#ifdef O3_USE_SH\nuniform vec3 u_env_sh[9];\n#endif\n#ifdef O3_USE_SPECULAR_ENV\nuniform samplerCube u_env_specularSampler;\n#endif\n#ifndef GRAPHICS_API_WEBGL2\nbool isBitSet(float value,float mask,float bitIndex){return mod(floor(value/pow(2.0,bitIndex)),2.0)==1.0&&mod(floor(mask/pow(2.0,bitIndex)),2.0)==1.0;}\n#endif\nbool isRendererCulledByLight(ivec2 rendererLayer,ivec2 lightCullingMask){\n#ifdef GRAPHICS_API_WEBGL2\nreturn!((rendererLayer.x&lightCullingMask.x)!=0||(rendererLayer.y&lightCullingMask.y)!=0);\n#else\nfor(int i=0;i<16;i++){if(isBitSet(float(rendererLayer.x),float(lightCullingMask.x),float(i))||isBitSet(float(rendererLayer.y),float(lightCullingMask.y),float(i))){return false;}}return true;\n#endif\n}"; // eslint-disable-line
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+ var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct DirectLight{vec3 color;vec3 direction;};uniform ivec2 u_directLightCullingMask[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightColor[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightDirection[O3_DIRECT_LIGHT_COUNT];\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nstruct PointLight{vec3 color;vec3 position;float distance;};uniform ivec2 u_pointLightCullingMask[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightColor[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightPosition[O3_POINT_LIGHT_COUNT];uniform float u_pointLightDistance[O3_POINT_LIGHT_COUNT];\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nstruct SpotLight{vec3 color;vec3 position;vec3 direction;float distance;float angleCos;float penumbraCos;};uniform ivec2 u_spotLightCullingMask[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightColor[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightPosition[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightDirection[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightDistance[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightAngleCos[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightPenumbraCos[O3_SPOT_LIGHT_COUNT];\n#endif\nstruct EnvMapLight{vec3 diffuse;float mipMapLevel;float diffuseIntensity;float specularIntensity;};uniform EnvMapLight u_envMapLight;uniform ivec4 oasis_RendererLayer;\n#ifdef O3_USE_SH\nuniform vec3 u_env_sh[9];\n#endif\n#ifdef O3_USE_SPECULAR_ENV\nuniform samplerCube u_env_specularSampler;\n#endif\n#ifndef GRAPHICS_API_WEBGL2\nbool isBitSet(float value,float mask,float bitIndex){return mod(floor(value/pow(2.0,bitIndex)),2.0)==1.0&&mod(floor(mask/pow(2.0,bitIndex)),2.0)==1.0;}\n#endif\nbool isRendererCulledByLight(ivec2 rendererLayer,ivec2 lightCullingMask){\n#ifdef GRAPHICS_API_WEBGL2\nreturn!((rendererLayer.x&lightCullingMask.x)!=0||(rendererLayer.y&lightCullingMask.y)!=0);\n#else\nfor(int i=0;i<16;i++){if(isBitSet(float(rendererLayer.x),float(lightCullingMask.x),float(i))||isBitSet(float(rendererLayer.y),float(lightCullingMask.y),float(i))){return false;}}return true;\n#endif\n}"; // eslint-disable-line
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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
@@ -12227,7 +12226,6 @@
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  normal_share: normal_share,
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  uv_share: uv_share,
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  worldpos_share: worldpos_share,
12230
- RendererFragmentDeclaration: RendererFragmentDeclaration,
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  FogVertexDeclaration: FogVertexDeclaration,
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  FogFragmentDeclaration: FogFragmentDeclaration,
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  begin_normal_vert: begin_normal_vert,
@@ -19839,11 +19837,11 @@
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  ]);
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  return SceneManager;
19841
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  }();
19842
- var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n#include <RendererFragmentDeclaration>\n#include <FogFragmentDeclaration>\n#include <normal_get>\nvoid main(){\n#include <begin_mobile_frag>\n#include <begin_viewdir_frag>\n#include <mobile_blinnphong_frag>\ngl_FragColor=emission+ambient+diffuse+specular;\n#ifdef OASIS_TRANSPARENT\ngl_FragColor.a=diffuse.a;\n#else\ngl_FragColor.a=1.0;\n#endif\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
19840
+ var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n#include <FogFragmentDeclaration>\n#include <normal_get>\nvoid main(){\n#include <begin_mobile_frag>\n#include <begin_viewdir_frag>\n#include <mobile_blinnphong_frag>\ngl_FragColor=emission+ambient+diffuse+specular;\n#ifdef OASIS_TRANSPARENT\ngl_FragColor.a=diffuse.a;\n#else\ngl_FragColor.a=1.0;\n#endif\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
19843
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  var blinnPhongVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\nvoid main(){\n#include <begin_position_vert>\n#include <begin_normal_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\n#include <uv_vert>\n#include <color_vert>\n#include <normal_vert>\n#include <worldpos_vert>\n#include <position_vert>\n#include <ShadowVertex>\n#include <FogVertex>\n}"; // eslint-disable-line
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  var particleFs = "#define GLSLIFY 1\nvarying vec4 v_color;varying float v_lifeLeft;varying vec2 v_uv;uniform sampler2D u_texture;void main(){if(v_lifeLeft==1.0){discard;}float alphaFactor=1.0;\n#ifdef fadeIn\nfloat fadeInFactor=step(0.5,v_lifeLeft);alphaFactor=2.0*fadeInFactor*(1.0-v_lifeLeft)+(1.0-fadeInFactor);\n#endif\n#ifdef fadeOut\nfloat fadeOutFactor=step(0.5,v_lifeLeft);alphaFactor=alphaFactor*2.0*(1.0-fadeOutFactor)*v_lifeLeft+alphaFactor*fadeOutFactor;\n#endif\n#ifdef particleTexture\nvec4 tex=texture2D(u_texture,v_uv);\n#ifdef useOriginColor\ngl_FragColor=vec4(tex.rgb,alphaFactor*tex.a*v_color.w);\n#else\ngl_FragColor=vec4(v_color.xyz*tex.rgb,alphaFactor*tex.a*v_color.w);\n#endif\n#else\ngl_FragColor=vec4(v_color.xyz,alphaFactor*v_color.w);\n#endif\n}"; // eslint-disable-line
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  var particleVs = "#define GLSLIFY 1\nattribute vec3 a_position;attribute vec3 a_velocity;attribute vec3 a_acceleration;attribute vec4 a_color;attribute vec4 a_lifeAndSize;attribute vec2 a_rotation;attribute vec3 a_uv;attribute vec2 a_normalizedUv;uniform float u_time;uniform bool u_once;uniform mat4 u_MVPMat;varying vec4 v_color;varying float v_lifeLeft;varying vec2 v_uv;\n#ifdef is2d\nuniform mat4 u_viewInvMat;uniform mat4 u_projMat;uniform mat4 u_viewMat;uniform mat4 u_modelMat;\n#endif\nmat2 rotation2d(float angle){float s=sin(angle);float c=cos(angle);return mat2(c,-s,s,c);}void main(){v_color=a_color;v_uv=a_uv.xy;float life=a_lifeAndSize.y;float startTime=a_lifeAndSize.x;float deltaTime=max(mod(u_time-startTime,life),0.0);if((u_once&&u_time>life+startTime)){deltaTime=0.0;}v_lifeLeft=1.0-deltaTime/life;float scale=a_lifeAndSize.z;vec3 position=a_position+(a_velocity+a_acceleration*deltaTime*0.5)*deltaTime;\n#ifdef isScaleByLifetime\nscale*=v_lifeLeft;\n#else\nscale*=pow(a_lifeAndSize.w,deltaTime);\n#endif\n#ifdef rotateToVelocity\nvec3 v=a_velocity+a_acceleration*deltaTime;float angle=atan(v.z,v.x)*2.0;\n#else\nfloat deltaAngle=deltaTime*a_rotation.y;float angle=a_rotation.x+deltaAngle;\n#endif\n#ifdef is2d\nvec2 rotatedPoint=rotation2d(angle)*vec2(a_normalizedUv.x,a_normalizedUv.y*a_uv.z);vec3 basisX=u_viewInvMat[0].xyz;vec3 basisZ=u_viewInvMat[1].xyz;vec3 localPosition=vec3(basisX*rotatedPoint.x+basisZ*rotatedPoint.y)*scale+position;gl_Position=u_projMat*u_viewMat*vec4(localPosition+u_modelMat[3].xyz,1.);\n#else\n#ifdef rotateToVelocity\nfloat s=sin(angle);float c=cos(angle);\n#else\nfloat s=sin(angle);float c=cos(angle);\n#endif\nvec4 rotatedPoint=vec4((a_normalizedUv.x*c+a_normalizedUv.y*a_uv.z*s)*scale,0.,(a_normalizedUv.x*s-a_normalizedUv.y*a_uv.z*c)*scale,1.);vec4 orientation=vec4(0,0,0,1);vec4 q2=orientation+orientation;vec4 qx=orientation.xxxw*q2.xyzx;vec4 qy=orientation.xyyw*q2.xyzy;vec4 qz=orientation.xxzw*q2.xxzz;mat4 localMatrix=mat4((1.0-qy.y)-qz.z,qx.y+qz.w,qx.z-qy.w,0,qx.y-qz.w,(1.0-qx.x)-qz.z,qy.z+qx.w,0,qx.z+qy.w,qy.z-qx.w,(1.0-qx.x)-qy.y,0,position.x,position.y,position.z,1);rotatedPoint=localMatrix*rotatedPoint;gl_Position=u_MVPMat*rotatedPoint;\n#endif\n}"; // eslint-disable-line
19846
- var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <RendererFragmentDeclaration>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
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+ var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
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  var pbrSpecularFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
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  var pbrVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\nvoid main(){\n#include <begin_position_vert>\n#include <begin_normal_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\n#include <uv_vert>\n#include <color_vert>\n#include <normal_vert>\n#include <worldpos_vert>\n#include <position_vert>\n#include <ShadowVertex>\n#include <FogVertex>\n}"; // eslint-disable-line
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  var shadowMapFs = "#define GLSLIFY 1\n#ifdef OASIS_NO_DEPTH_TEXTURE\nvec4 pack(float depth){const vec4 bitShift=vec4(1.0,256.0,256.0*256.0,256.0*256.0*256.0);const vec4 bitMask=vec4(1.0/256.0,1.0/256.0,1.0/256.0,0.0);vec4 rgbaDepth=fract(depth*bitShift);rgbaDepth-=rgbaDepth.gbaa*bitMask;return rgbaDepth;}\n#endif\nvoid main(){\n#ifdef OASIS_NO_DEPTH_TEXTURE\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\n#endif\n}"; // eslint-disable-line
@@ -32701,6 +32699,8 @@
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  var vertexElements = new Array();
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  var vertexCount;
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  var bufferBindIndex = 0;
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+ var positions;
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+ keepMeshData && (positions = new Array(vertexCount));
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  for(var attribute in attributes){
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  var accessor = accessors[attributes[attribute]];
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  var accessorBuffer = GLTFUtil.getAccessorBuffer(context, gltf, accessor);
@@ -32742,16 +32742,24 @@
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  if (accessor.min && accessor.max) {
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  min.copyFromArray(accessor.min);
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  max.copyFromArray(accessor.max);
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+ if (keepMeshData) {
32746
+ var stride1 = vertices.length / attributeCount;
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+ for(var j = 0; j < attributeCount; j++){
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+ var offset = j * stride1;
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+ positions[j] = new Vector3(vertices[offset], vertices[offset + 1], vertices[offset + 2]);
32750
+ }
32751
+ }
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  } else {
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  var position = MeshParser._tempVector3;
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  min.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
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  max.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
32749
- var stride1 = vertices.length / attributeCount;
32750
- for(var j = 0; j < attributeCount; j++){
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- var offset = j * stride1;
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- position.copyFromArray(vertices, offset);
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+ var stride2 = vertices.length / attributeCount;
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+ for(var j1 = 0; j1 < attributeCount; j1++){
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+ var offset1 = j1 * stride2;
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+ position.copyFromArray(vertices, offset1);
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  Vector3.min(min, position, min);
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  Vector3.max(max, position, max);
32762
+ keepMeshData && (positions[j1] = position.clone());
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  }
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  }
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  if (accessor.normalized) {
@@ -32774,6 +32782,8 @@
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  // BlendShapes
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  targets && this._createBlendShape(mesh, gltfMesh, targets, getBlendShapeData);
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  mesh.uploadData(!keepMeshData);
32785
+ //@ts-ignore
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+ mesh._positions = positions;
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  return Promise.resolve(mesh);
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  };
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  _proto._createBlendShape = function _createBlendShape(mesh, glTFMesh, glTFTargets, getBlendShapeData) {
@@ -35257,7 +35267,7 @@
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  }));
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  //@ts-ignore
35260
- var version = "0.9.0-beta.81";
35270
+ var version = "0.9.0-beta.82";
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  console.log("Galacean engine version: " + version);
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  for(var key in CoreObjects){
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  Loader.registerClass(key, CoreObjects[key]);