@galacean/engine 1.5.12 → 1.5.14

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package/dist/browser.js CHANGED
@@ -9719,7 +9719,7 @@
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  };
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  var particle_common = "\n\nvec3 rotationByEuler(in vec3 vector, in vec3 rot) {\n float halfRoll = rot.z * 0.5;\n float halfPitch = rot.x * 0.5;\n float halfYaw = rot.y * 0.5;\n\n float sinRoll = sin(halfRoll);\n float cosRoll = cos(halfRoll);\n float sinPitch = sin(halfPitch);\n float cosPitch = cos(halfPitch);\n float sinYaw = sin(halfYaw);\n float cosYaw = cos(halfYaw);\n\n float quaX = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\n float quaY = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\n float quaZ = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);\n float quaW = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);\n\n // vec4 q=vec4(quaX,quaY,quaZ,quaW);\n // vec3 temp = cross(q.xyz, vector) + q.w * vector;\n // return (cross(temp, -q.xyz) + dot(q.xyz,vector) * q.xyz + q.w * temp);\n\n float x = quaX + quaX;\n float y = quaY + quaY;\n float z = quaZ + quaZ;\n float wx = quaW * x;\n float wy = quaW * y;\n float wz = quaW * z;\n float xx = quaX * x;\n float xy = quaX * y;\n float xz = quaX * z;\n float yy = quaY * y;\n float yz = quaY * z;\n float zz = quaZ * z;\n\n return vec3(((vector.x * ((1.0 - yy) - zz)) + (vector.y * (xy - wz))) + (vector.z * (xz + wy)),\n\t((vector.x * (xy + wz)) + (vector.y * ((1.0 - xx) - zz))) + (vector.z * (yz - wx)),\n\t((vector.x * (xz - wy)) + (vector.y * (yz + wx))) + (vector.z * ((1.0 - xx) - yy)));\n}\n\n//假定axis已经归一化\nvec3 rotationByAxis(in vec3 vector, in vec3 axis, in float angle) {\n float halfAngle = angle * 0.5;\n float sin = sin(halfAngle);\n\n float quaX = axis.x * sin;\n float quaY = axis.y * sin;\n float quaZ = axis.z * sin;\n float quaW = cos(halfAngle);\n\n // vec4 q=vec4(quaX,quaY,quaZ,quaW);\n // vec3 temp = cross(q.xyz, vector) + q.w * vector;\n // return (cross(temp, -q.xyz) + dot(q.xyz,vector) * q.xyz + q.w * temp);\n\n float x = quaX + quaX;\n float y = quaY + quaY;\n float z = quaZ + quaZ;\n float wx = quaW * x;\n float wy = quaW * y;\n float wz = quaW * z;\n float xx = quaX * x;\n float xy = quaX * y;\n float xz = quaX * z;\n float yy = quaY * y;\n float yz = quaY * z;\n float zz = quaZ * z;\n\n return vec3(((vector.x * ((1.0 - yy) - zz)) + (vector.y * (xy - wz))) + (vector.z * (xz + wy)),\n\t((vector.x * (xy + wz)) + (vector.y * ((1.0 - xx) - zz))) + (vector.z * (yz - wx)),\n\t((vector.x * (xz - wy)) + (vector.y * (yz + wx))) + (vector.z * ((1.0 - xx) - yy)));\n}\n\nvec3 rotationByQuaternions(in vec3 v, in vec4 q) {\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\n\nfloat evaluateParticleCurve(in vec2 keys[4], in float normalizedAge) {\n float value;\n for (int i = 1; i < 4; i++) {\n vec2 key = keys[i];\n float time = key.x;\n if (time >= normalizedAge) {\n vec2 lastKey = keys[i - 1];\n float lastTime = lastKey.x;\n float age = (normalizedAge - lastTime) / (time - lastTime);\n value = mix(lastKey.y, key.y, age);\n break;\n }\n }\n return value;\n}\n\nfloat evaluateParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float currentValue){\n float cumulativeValue = 0.0;\n for (int i = 1; i < 4; i++){\n\t vec2 key = keys[i];\n\t float time = key.x;\n\t vec2 lastKey = keys[i - 1];\n\t float lastValue = lastKey.y;\n\n\t if (time >= normalizedAge){\n\t\t float lastTime = lastKey.x;\n float offsetTime = normalizedAge - lastTime;\n\t\t float age = offsetTime / (time - lastTime);\n currentValue = mix(lastValue, key.y, age);\n\t\t cumulativeValue += (lastValue + currentValue) * 0.5 * offsetTime;\n\t\t break;\n\t\t}\n\t else{\n\t\t cumulativeValue += (lastValue + key.y) * 0.5 * (time - lastKey.x);\n\t\t}\n\t}\n return cumulativeValue;\n}"; // eslint-disable-line
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  var velocity_over_lifetime_module = "#if defined(RENDERER_VOL_CONSTANT_MODE) || defined(RENDERER_VOL_CURVE_MODE)\n #define _VOL_MODULE_ENABLED\n#endif\n\n#ifdef _VOL_MODULE_ENABLED\n uniform int renderer_VOLSpace;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n uniform vec3 renderer_VOLMaxConst;\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec3 renderer_VOLMinConst;\n #endif\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n uniform vec2 renderer_VOLMaxGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientZ[4]; // x:time y:value\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec2 renderer_VOLMinGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientZ[4]; // x:time y:value\n #endif\n #endif\n\n\n vec3 computeVelocityPositionOffset(in float normalizedAge, in float age, out vec3 currentVelocity) {\n vec3 velocityPosition;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n currentVelocity = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n currentVelocity = mix(renderer_VOLMinConst, currentVelocity, a_Random1.yzw);\n #endif\n\n velocityPosition = currentVelocity * age;\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n velocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientX, normalizedAge, currentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientY, normalizedAge, currentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientZ, normalizedAge, currentVelocity.z));\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minCurrentVelocity;\n vec3 minVelocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMinGradientX, normalizedAge, minCurrentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientY, normalizedAge, minCurrentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientZ, normalizedAge, minCurrentVelocity.z));\n\n currentVelocity = mix(minCurrentVelocity, currentVelocity, a_Random1.yzw);\n velocityPosition = mix(minVelocityPosition, velocityPosition, a_Random1.yzw);\n #endif\n\n velocityPosition *= vec3(a_ShapePositionStartLifeTime.w);\n #endif\n return velocityPosition;\n }\n#endif\n"; // eslint-disable-line
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- var rotation_over_lifetime_module = "#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n uniform vec2 renderer_ROLMaxCurveZ[4];\n // #ifdef RENDERER_ROL_IS_SEPARATE\n // uniform vec2 renderer_ROLMaxCurveX[4];\n // uniform vec2 renderer_ROLMaxCurveY[4];\n // #endif\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec2 renderer_ROLMinCurveZ[4];\n // #ifdef RENDERER_ROL_IS_SEPARATE\n // uniform vec2 renderer_ROLMinCurveX[4];\n // uniform vec2 renderer_ROLMinCurveY[4];\n // #endif\n #endif\n #else\n uniform vec3 renderer_ROLMaxConst;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec3 renderer_ROLMinConst;\n #endif\n #endif\n#endif\n\nfloat computeParticleRotationFloat(in float rotation, in float age, in float normalizedAge) {\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #else\n float lifeRotation = renderer_ROLMaxConst.z;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(renderer_ROLMinConst.z, lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * age;\n #endif\n #endif\n return rotation;\n}\n\n\n#if defined(RENDERER_MODE_MESH) && (defined(ROTATION_OVER_LIFETIME) || defined(ROTATION_OVER_LIFETIME_SEPARATE))\nvec3 computeParticleRotationVec3(in vec3 rotation,\n in float age,\n in float normalizedAge) {\n#ifdef ROTATION_OVER_LIFETIME\n #ifdef ROTATION_OVER_LIFETIME_CONSTANT\n float ageRot = u_ROLAngularVelocityConst * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_CURVE\n rotation += getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient, normalizedAge);\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CONSTANTS\n float ageRot = mix(u_ROLAngularVelocityConst, u_ROLAngularVelocityConstMax, a_Random0.w) * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CURVES\n rotation += mix(\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient, normalizedAge),\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMax,\n normalizedAge),\n a_Random0.w);\n #endif\n#endif\n\n#ifdef ROTATION_OVER_LIFETIME_SEPARATE\n #ifdef ROTATION_OVER_LIFETIME_CONSTANT\n vec3 ageRot = u_ROLAngularVelocityConstSeparate * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_CURVE\n rotation += vec3(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,\n normalizedAge),\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,\n normalizedAge),\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,\n normalizedAge));\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CONSTANTS\n vec3 ageRot = mix(u_ROLAngularVelocityConstSeparate,\n renderer_ROLMaxConst,\n a_Random0.w)\n * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CURVES\n rotation += vec3(mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,\n normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveX,\n normalizedAge),\n a_Random0.w),\n mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,\n normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveY,\n normalizedAge),\n a_Random0.w),\n mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,\n normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ,\n normalizedAge),\n a_Random0.w));\n #endif\n#endif\n return rotation;\n}\n#endif\n"; // eslint-disable-line
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+ var rotation_over_lifetime_module = "#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n uniform vec2 renderer_ROLMaxCurveZ[4];\n // #ifdef RENDERER_ROL_IS_SEPARATE\n // uniform vec2 renderer_ROLMaxCurveX[4];\n // uniform vec2 renderer_ROLMaxCurveY[4];\n // #endif\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec2 renderer_ROLMinCurveZ[4];\n // #ifdef RENDERER_ROL_IS_SEPARATE\n // uniform vec2 renderer_ROLMinCurveX[4];\n // uniform vec2 renderer_ROLMinCurveY[4];\n // #endif\n #endif\n #else\n uniform vec3 renderer_ROLMaxConst;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec3 renderer_ROLMinConst;\n #endif\n #endif\n#endif\n\nfloat computeParticleRotationFloat(in float rotation, in float age, in float normalizedAge) {\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n float currentValue;\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #else\n float lifeRotation = renderer_ROLMaxConst.z;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(renderer_ROLMinConst.z, lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * age;\n #endif\n #endif\n return rotation;\n}\n\n\n#if defined(RENDERER_MODE_MESH) && (defined(ROTATION_OVER_LIFETIME) || defined(ROTATION_OVER_LIFETIME_SEPARATE))\nvec3 computeParticleRotationVec3(in vec3 rotation,\n in float age,\n in float normalizedAge) {\n#ifdef ROTATION_OVER_LIFETIME\n #ifdef ROTATION_OVER_LIFETIME_CONSTANT\n float ageRot = u_ROLAngularVelocityConst * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_CURVE\n rotation += getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient, normalizedAge);\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CONSTANTS\n float ageRot = mix(u_ROLAngularVelocityConst, u_ROLAngularVelocityConstMax, a_Random0.w) * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CURVES\n rotation += mix(\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient, normalizedAge),\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMax,\n normalizedAge),\n a_Random0.w);\n #endif\n#endif\n\n#ifdef ROTATION_OVER_LIFETIME_SEPARATE\n #ifdef ROTATION_OVER_LIFETIME_CONSTANT\n vec3 ageRot = u_ROLAngularVelocityConstSeparate * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_CURVE\n rotation += vec3(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,\n normalizedAge),\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,\n normalizedAge),\n getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,\n normalizedAge));\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CONSTANTS\n vec3 ageRot = mix(u_ROLAngularVelocityConstSeparate,\n renderer_ROLMaxConst,\n a_Random0.w)\n * age;\n rotation += ageRot;\n #endif\n #ifdef ROTATION_OVER_LIFETIME_RANDOM_CURVES\n rotation += vec3(mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,\n normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveX,\n normalizedAge),\n a_Random0.w),\n mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,\n normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveY,\n normalizedAge),\n a_Random0.w),\n mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,\n normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ,\n normalizedAge),\n a_Random0.w));\n #endif\n#endif\n return rotation;\n}\n#endif\n"; // eslint-disable-line
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  var size_over_lifetime_module = "#ifdef RENDERER_SOL_CURVE_MODE\n uniform vec2 renderer_SOLMaxCurveX[4]; // x:time y:value\n #ifdef RENDERER_SOL_IS_SEPARATE\n uniform vec2 renderer_SOLMaxCurveY[4]; // x:time y:value\n uniform vec2 renderer_SOLMaxCurveZ[4]; // x:time y:value\n #endif\n\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n uniform vec2 renderer_SOLMinCurveX[4]; // x:time y:value\n #ifdef RENDERER_SOL_IS_SEPARATE\n uniform vec2 renderer_SOLMinCurveY[4]; // x:time y:value\n uniform vec2 renderer_SOLMinCurveZ[4]; // x:time y:value\n #endif\n #endif\n#endif\n\nvec2 computeParticleSizeBillboard(in vec2 size, in float normalizedAge) {\n #ifdef RENDERER_SOL_CURVE_MODE\n float lifeSizeX = evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge);\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n lifeSizeX = mix(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge), lifeSizeX, a_Random0.z);\n #endif\n\n #ifdef RENDERER_SOL_IS_SEPARATE\n float lifeSizeY = evaluateParticleCurve(renderer_SOLMaxCurveY, normalizedAge);\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n lifeSizeY = mix(evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge), lifeSizeY, a_Random0.z);\n #endif\n size *= vec2(lifeSizeX, lifeSizeY);\n #else\n size *= lifeSizeX;\n #endif\n #endif\n return size;\n}\n\n#ifdef RENDERER_MODE_MESH\n vec3 computeParticleSizeMesh(in vec3 size, in float normalizedAge) {\n #ifdef RENDERER_SOL_CURVE\n size *= evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge);\n #endif\n #ifdef RENDERER_SOL_RANDOM_CURVES\n size *= mix(evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge),\n evaluateParticleCurve(u_SOLSizeGradientMax, normalizedAge),\n a_Random0.z);\n #endif\n #ifdef RENDERER_SOL_CURVE_SEPARATE\n size *= vec3(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge),\n evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge),\n evaluateParticleCurve(renderer_SOLMinCurveZ, normalizedAge));\n #endif\n #ifdef RENDERER_SOL_RANDOM_CURVES_SEPARATE\n size *= vec3(mix(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge),\n a_Random0.z),\n mix(evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveY, normalizedAge),\n a_Random0.z),\n mix(evaluateParticleCurve(renderer_SOLMinCurveZ, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveZ, normalizedAge),\n a_Random0.z));\n #endif\n return size;\n }\n#endif"; // eslint-disable-line
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  var color_over_lifetime_module = "\n#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n uniform vec4 renderer_COLMaxGradientColor[4]; // x:time y:r z:g w:b\n uniform vec2 renderer_COLMaxGradientAlpha[4]; // x:time y:alpha\n\n #ifdef RENDERER_COL_RANDOM_GRADIENTS\n uniform vec4 renderer_COLMinGradientColor[4]; // x:time y:r z:g w:b\n uniform vec2 renderer_COLMinGradientAlpha[4]; // x:time y:alpha\n #endif\n\n uniform vec4 renderer_COLGradientKeysMaxTime; // x: minColorKeysMaxTime, y: minAlphaKeysMaxTime, z: maxColorKeysMaxTime, w: maxAlphaKeysMaxTime\n#endif\n\n\n\n#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n vec4 evaluateParticleGradient(in vec4 colorKeys[4], in float colorKeysMaxTime, in vec2 alphaKeys[4], in float alphaKeysMaxTime, in float normalizedAge){\n vec4 value;\n float alphaAge = min(normalizedAge, alphaKeysMaxTime);\n for(int i = 0; i < 4; i++){\n vec2 key = alphaKeys[i];\n float time = key.x;\n if(alphaAge <= time){\n if(i == 0){\n value.a = alphaKeys[0].y;\n }\n else {\n vec2 lastKey = alphaKeys[i-1];\n float lastTime = lastKey.x;\n float age = (alphaAge - lastTime) / (time - lastTime);\n value.a = mix(lastKey.y, key.y, age);\n }\n break;\n }\n }\n \n float colorAge = min(normalizedAge, colorKeysMaxTime);\n for(int i = 0; i < 4; i++){\n vec4 key = colorKeys[i];\n float time = key.x;\n if(colorAge <= time){\n if(i == 0){\n value.rgb = colorKeys[0].yzw;\n }\n else {\n vec4 lastKey = colorKeys[i-1];\n float lastTime = lastKey.x;\n float age = (colorAge - lastTime) / (time-lastTime);\n value.rgb = mix(lastKey.yzw, key.yzw, age);\n }\n break;\n }\n }\n return value;\n }\n#endif\n\n\nvec4 computeParticleColor(in vec4 color, in float normalizedAge) {\n #if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n vec4 gradientColor = evaluateParticleGradient(renderer_COLMaxGradientColor, renderer_COLGradientKeysMaxTime.z, renderer_COLMaxGradientAlpha, renderer_COLGradientKeysMaxTime.w, normalizedAge);\n #endif\n\n #ifdef RENDERER_COL_RANDOM_GRADIENTS\n gradientColor = mix(evaluateParticleGradient(renderer_COLMinGradientColor,renderer_COLGradientKeysMaxTime.x, renderer_COLMinGradientAlpha, renderer_COLGradientKeysMaxTime.y, normalizedAge), gradientColor, a_Random0.y);\n #endif\n\n #if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n color *= gradientColor;\n #endif\n\n return color;\n}\n"; // eslint-disable-line
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  var texture_sheet_animation_module = "#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\n uniform float renderer_TSACycles;\n uniform vec3 renderer_TSATillingParams; // x:subU y:subV z:tileCount\n uniform vec2 renderer_TSAFrameMaxCurve[4]; // x:time y:value\n\n #ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\n uniform vec2 renderer_TSAFrameMinCurve[4]; // x:time y:value\n #endif\n#endif\n\nvec2 computeParticleUV(in vec2 uv, in float normalizedAge) {\n #if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\n float scaledNormalizedAge = normalizedAge * renderer_TSACycles;\n float cycleNormalizedAge = scaledNormalizedAge - floor(scaledNormalizedAge);\n float normalizedFrame = evaluateParticleCurve(renderer_TSAFrameMaxCurve, cycleNormalizedAge);\n #ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\n normalizedFrame = mix(evaluateParticleCurve(renderer_TSAFrameMinCurve, cycleNormalizedAge), normalizedFrame, a_Random1.x);\n #endif\n\n float frame = floor(normalizedFrame * renderer_TSATillingParams.z);\n\n float tileRow = frame * renderer_TSATillingParams.x;\n float tileRowIndex = floor(tileRow);\n uv.x += tileRow - tileRowIndex;\n uv.y += tileRowIndex * renderer_TSATillingParams.y;\n #endif\n \n return uv;\n}\n"; // eslint-disable-line
@@ -13385,15 +13385,30 @@
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  /**
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  * @internal
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  */ var VirtualCamera = function VirtualCamera() {
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- this.position = new Vector3();
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  this.isOrthographic = false;
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+ this.nearClipPlane = 0.1;
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+ this.farClipPlane = 100;
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+ this.position = new Vector3();
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  this.viewMatrix = new Matrix();
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  this.projectionMatrix = new Matrix();
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  this.viewProjectionMatrix = new Matrix();
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- this.nearClipPlane = 0.1;
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- this.farClipPlane = 100;
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  /** Only orth mode use. */ this.forward = new Vector3();
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  };
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+ __decorate$1([
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+ ignoreClone
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+ ], VirtualCamera.prototype, "position", void 0);
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+ __decorate$1([
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+ ignoreClone
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+ ], VirtualCamera.prototype, "viewMatrix", void 0);
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+ __decorate$1([
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+ ignoreClone
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+ ], VirtualCamera.prototype, "projectionMatrix", void 0);
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+ __decorate$1([
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+ ignoreClone
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+ ], VirtualCamera.prototype, "viewProjectionMatrix", void 0);
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+ __decorate$1([
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+ ignoreClone
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+ ], VirtualCamera.prototype, "forward", void 0);
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  /**
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  * The anti-aliasing mode.
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  */ var AntiAliasing = /*#__PURE__*/ function(AntiAliasing) {
@@ -13505,7 +13520,7 @@
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  * Set to true if you need to ensure the alpha channel is preserved, for example, when performing canvas transparent blending.
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  *
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  * @defaultValue `false`
13508
- */ _this.isAlphaOutputRequired = false, /** @internal */ _this._cameraType = CameraType$1.Normal, /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection(), /** @internal */ _this._frustum = new BoundingFrustum(), /** @internal */ _this._virtualCamera = new VirtualCamera(), /** @internal */ _this._replacementShader = null, /** @internal */ _this._replacementSubShaderTag = null, /** @internal */ _this._replacementFailureStrategy = null, /** @internal */ _this._cameraIndex = -1, _this._priority = 0, _this._shaderData = new ShaderData(ShaderDataGroup.Camera), _this._isCustomViewMatrix = false, _this._isCustomProjectionMatrix = false, _this._fieldOfView = 45, _this._orthographicSize = 10, _this._isProjectionDirty = true, _this._isInvProjMatDirty = true, _this._customAspectRatio = undefined, _this._renderTarget = null, _this._depthBufferParams = new Vector4(), _this._opaqueTextureEnabled = false, _this._enableHDR = false, _this._enablePostProcess = false, _this._viewport = new Vector4(0, 0, 1, 1), _this._pixelViewport = new Rect(0, 0, 0, 0), _this._inverseProjectionMatrix = new Matrix(), _this._invViewProjMat = new Matrix();
13523
+ */ _this.isAlphaOutputRequired = false, /** @internal */ _this._cameraType = CameraType$1.Normal, /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection(), /** @internal */ _this._frustum = new BoundingFrustum(), /** @internal */ _this._virtualCamera = new VirtualCamera(), /** @internal */ _this._replacementShader = null, /** @internal */ _this._replacementSubShaderTag = null, /** @internal */ _this._replacementFailureStrategy = null, /** @internal */ _this._cameraIndex = -1, _this._priority = 0, _this._isCustomViewMatrix = false, _this._isCustomProjectionMatrix = false, _this._fieldOfView = 45, _this._orthographicSize = 10, _this._isProjectionDirty = true, _this._isInvProjMatDirty = true, _this._customAspectRatio = undefined, _this._opaqueTextureEnabled = false, _this._enableHDR = false, _this._enablePostProcess = false, _this._renderTarget = null, _this._shaderData = new ShaderData(ShaderDataGroup.Camera), _this._depthBufferParams = new Vector4(), _this._viewport = new Vector4(0, 0, 1, 1), _this._pixelViewport = new Rect(0, 0, 0, 0), _this._inverseProjectionMatrix = new Matrix(), _this._invViewProjMat = new Matrix();
13509
13524
  // Includes hardware detection correction
13510
13525
  _this.msaaSamples = MSAASamples.FourX;
13511
13526
  _this._isViewMatrixDirty = entity.registerWorldChangeFlag();
@@ -13775,6 +13790,12 @@
13775
13790
  };
13776
13791
  /**
13777
13792
  * @internal
13793
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
13794
+ var _this__renderTarget;
13795
+ (_this__renderTarget = this._renderTarget) == null ? void 0 : _this__renderTarget._addReferCount(1);
13796
+ };
13797
+ /**
13798
+ * @internal
13778
13799
  * @inheritdoc
13779
13800
  */ _proto._onDestroy = function _onDestroy() {
13780
13801
  var _this__renderPipeline;
@@ -13783,6 +13804,7 @@
13783
13804
  this._isInvViewProjDirty.destroy();
13784
13805
  this._isViewMatrixDirty.destroy();
13785
13806
  this._addResourceReferCount(this.shaderData, -1);
13807
+ this._renderTarget && this._addResourceReferCount(this._renderTarget, -1);
13786
13808
  //@ts-ignore
13787
13809
  this._viewport._onValueChanged = null;
13788
13810
  this.engine.canvas._sizeUpdateFlagManager.removeListener(this._onPixelViewportChanged);
@@ -14157,6 +14179,12 @@
14157
14179
  exports.Camera._cameraForwardProperty = ShaderProperty.getByName("camera_Forward");
14158
14180
  exports.Camera._cameraUpProperty = ShaderProperty.getByName("camera_Up");
14159
14181
  exports.Camera._cameraDepthBufferParamsProperty = ShaderProperty.getByName("camera_DepthBufferParams");
14182
+ __decorate$1([
14183
+ ignoreClone
14184
+ ], exports.Camera.prototype, "_cameraType", void 0);
14185
+ __decorate$1([
14186
+ ignoreClone
14187
+ ], exports.Camera.prototype, "_globalShaderMacro", void 0);
14160
14188
  __decorate$1([
14161
14189
  deepClone
14162
14190
  ], exports.Camera.prototype, "_frustum", void 0);
@@ -14164,7 +14192,7 @@
14164
14192
  ignoreClone
14165
14193
  ], exports.Camera.prototype, "_renderPipeline", void 0);
14166
14194
  __decorate$1([
14167
- ignoreClone
14195
+ deepClone
14168
14196
  ], exports.Camera.prototype, "_virtualCamera", void 0);
14169
14197
  __decorate$1([
14170
14198
  ignoreClone
@@ -14181,6 +14209,12 @@
14181
14209
  __decorate$1([
14182
14210
  ignoreClone
14183
14211
  ], exports.Camera.prototype, "_isInvViewProjDirty", void 0);
14212
+ __decorate$1([
14213
+ deepClone
14214
+ ], exports.Camera.prototype, "_shaderData", void 0);
14215
+ __decorate$1([
14216
+ ignoreClone
14217
+ ], exports.Camera.prototype, "_depthBufferParams", void 0);
14184
14218
  __decorate$1([
14185
14219
  deepClone
14186
14220
  ], exports.Camera.prototype, "_viewport", void 0);
@@ -31628,7 +31662,7 @@
31628
31662
  */ _this.cullingMask = Layer.Everything, /** How this light casts shadows. */ _this.shadowType = ShadowType.None, /** Shadow bias.*/ _this.shadowBias = 1, /** Shadow mapping normal-based bias. */ _this.shadowNormalBias = 1, /**
31629
31663
  * @deprecated
31630
31664
  * Please use `shadowNearPlaneOffset` instead.
31631
- */ _this.shadowNearPlane = 0.1, /** @internal */ _this._lightIndex = -1, /** @internal */ _this._lightColor = new Color(), _this._shadowStrength = 1.0, _this._color = new Color(1, 1, 1, 1);
31665
+ */ _this.shadowNearPlane = 0.1, /** @internal */ _this._lightIndex = -1, _this._shadowStrength = 1.0, _this._color = new Color(1, 1, 1, 1);
31632
31666
  return _this;
31633
31667
  }
31634
31668
  _create_class$2(Light, [
@@ -31680,6 +31714,15 @@
31680
31714
  __decorate$1([
31681
31715
  ignoreClone
31682
31716
  ], Light.prototype, "_lightIndex", void 0);
31717
+ __decorate$1([
31718
+ deepClone
31719
+ ], Light.prototype, "_color", void 0);
31720
+ __decorate$1([
31721
+ ignoreClone
31722
+ ], Light.prototype, "_viewMat", void 0);
31723
+ __decorate$1([
31724
+ ignoreClone
31725
+ ], Light.prototype, "_inverseViewMat", void 0);
31683
31726
  /**
31684
31727
  * Directional light.
31685
31728
  */ var DirectLight = /*#__PURE__*/ function(Light) {
@@ -31751,6 +31794,9 @@
31751
31794
  DirectLight._cullingMaskProperty = ShaderProperty.getByName("scene_DirectLightCullingMask");
31752
31795
  DirectLight._colorProperty = ShaderProperty.getByName("scene_DirectLightColor");
31753
31796
  DirectLight._directionProperty = ShaderProperty.getByName("scene_DirectLightDirection");
31797
+ __decorate$1([
31798
+ ignoreClone
31799
+ ], DirectLight.prototype, "_reverseDirection", void 0);
31754
31800
  /**
31755
31801
  * Point light.
31756
31802
  */ var PointLight = /*#__PURE__*/ function(Light) {
@@ -31820,7 +31866,7 @@
31820
31866
  _inherits$2(SpotLight, Light);
31821
31867
  function SpotLight() {
31822
31868
  var _this;
31823
- _this = Light.apply(this, arguments) || this, /** Defines a distance cutoff at which the light's intensity must be considered zero. */ _this.distance = 100, /** Angle, in radians, from centre of spotlight where falloff begins. */ _this.angle = Math.PI / 6, /** Angle, in radians, from falloff begins to ends. */ _this.penumbra = Math.PI / 12, _this._inverseDirection = new Vector3(), _this._projectMatrix = new Matrix();
31869
+ _this = Light.apply(this, arguments) || this, /** Defines a distance cutoff at which the light's intensity must be considered zero. */ _this.distance = 100, /** Angle, in radians, from centre of spotlight where falloff begins. */ _this.angle = Math.PI / 6, /** Angle, in radians, from falloff begins to ends. */ _this.penumbra = Math.PI / 12, _this._inverseDirection = new Vector3();
31824
31870
  return _this;
31825
31871
  }
31826
31872
  var _proto = SpotLight.prototype;
@@ -31908,6 +31954,9 @@
31908
31954
  SpotLight._distanceProperty = ShaderProperty.getByName("scene_SpotLightDistance");
31909
31955
  SpotLight._angleCosProperty = ShaderProperty.getByName("scene_SpotLightAngleCos");
31910
31956
  SpotLight._penumbraCosProperty = ShaderProperty.getByName("scene_SpotLightPenumbraCos");
31957
+ __decorate$1([
31958
+ ignoreClone
31959
+ ], SpotLight.prototype, "_inverseDirection", void 0);
31911
31960
  /**
31912
31961
  * Light manager.
31913
31962
  */ var LightManager = /*#__PURE__*/ function() {
@@ -32237,7 +32286,7 @@
32237
32286
  var sunlight = this._lightManager._sunlight = this._getSunlight();
32238
32287
  if (sunlight) {
32239
32288
  lightManager._updateSunlightIndex(sunlight);
32240
- shaderData.setColor(LightManager._sunlightColorProperty, sunlight._lightColor);
32289
+ shaderData.setColor(LightManager._sunlightColorProperty, sunlight.color);
32241
32290
  shaderData.setVector3(LightManager._sunlightDirectionProperty, sunlight.direction);
32242
32291
  } else {
32243
32292
  // @ts-ignore
@@ -34727,6 +34776,24 @@
34727
34776
  this._controllerUpdateFlag.flag = false;
34728
34777
  }
34729
34778
  };
34779
+ /**
34780
+ * @internal
34781
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
34782
+ var animatorController = target._animatorController;
34783
+ if (animatorController) {
34784
+ target._addResourceReferCount(animatorController, 1);
34785
+ target._controllerUpdateFlag = animatorController._registerChangeFlag();
34786
+ }
34787
+ };
34788
+ _proto._onDestroy = function _onDestroy() {
34789
+ Component.prototype._onDestroy.call(this);
34790
+ var controller = this._animatorController;
34791
+ if (controller) {
34792
+ var _this__controllerUpdateFlag;
34793
+ this._addResourceReferCount(controller, -1);
34794
+ (_this__controllerUpdateFlag = this._controllerUpdateFlag) == null ? void 0 : _this__controllerUpdateFlag.destroy();
34795
+ }
34796
+ };
34730
34797
  _proto._crossFade = function _crossFade(stateName, duration, layerIndex, normalizedTimeOffset, isFixedDuration) {
34731
34798
  var _this__controllerUpdateFlag;
34732
34799
  if ((_this__controllerUpdateFlag = this._controllerUpdateFlag) == null ? void 0 : _this__controllerUpdateFlag.flag) {
@@ -35523,10 +35590,15 @@
35523
35590
  return this._animatorController;
35524
35591
  },
35525
35592
  set: function set(animatorController) {
35526
- if (animatorController !== this._animatorController) {
35527
- this._reset();
35593
+ var lastController = this._animatorController;
35594
+ if (animatorController !== lastController) {
35595
+ lastController && this._addResourceReferCount(lastController, -1);
35528
35596
  this._controllerUpdateFlag && this._controllerUpdateFlag.destroy();
35529
- this._controllerUpdateFlag = animatorController && animatorController._registerChangeFlag();
35597
+ this._reset();
35598
+ if (animatorController) {
35599
+ this._addResourceReferCount(animatorController, 1);
35600
+ this._controllerUpdateFlag = animatorController._registerChangeFlag();
35601
+ }
35530
35602
  this._animatorController = animatorController;
35531
35603
  }
35532
35604
  }
@@ -35556,6 +35628,9 @@
35556
35628
  __decorate$1([
35557
35629
  assignmentClone
35558
35630
  ], Animator.prototype, "speed", void 0);
35631
+ __decorate$1([
35632
+ assignmentClone
35633
+ ], Animator.prototype, "_animatorController", void 0);
35559
35634
  __decorate$1([
35560
35635
  ignoreClone
35561
35636
  ], Animator.prototype, "_controllerUpdateFlag", void 0);
@@ -38576,10 +38651,12 @@
38576
38651
  * Texture sheet animation module.
38577
38652
  */ var TextureSheetAnimationModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
38578
38653
  _inherits$2(TextureSheetAnimationModule, ParticleGeneratorModule);
38579
- function TextureSheetAnimationModule() {
38654
+ function TextureSheetAnimationModule(generator) {
38580
38655
  var _this;
38581
- _this = ParticleGeneratorModule.apply(this, arguments) || this, /** Frame over time curve of the texture sheet. */ _this.frameOverTime = new ParticleCompositeCurve(new ParticleCurve(new CurveKey(0, 0), new CurveKey(1, 1))), /** Texture sheet animation type. */ _this.type = 0, /** Cycle count. */ _this.cycleCount = 1, /** @internal */ _this._tillingInfo = new Vector3(1, 1, 1) // x:subU, y:subV, z:tileCount
38656
+ _this = ParticleGeneratorModule.call(this, generator) || this, /** Frame over time curve of the texture sheet. */ _this.frameOverTime = new ParticleCompositeCurve(new ParticleCurve(new CurveKey(0, 0), new CurveKey(1, 1))), /** Texture sheet animation type. */ _this.type = 0, /** Cycle count. */ _this.cycleCount = 1, /** @internal */ _this._tillingInfo = new Vector3(1, 1, 1) // x:subU, y:subV, z:tileCount
38582
38657
  , /** @internal */ _this._frameOverTimeRand = new Rand(0, ParticleRandomSubSeeds.TextureSheetAnimation), _this._tiling = new Vector2(1, 1);
38658
+ // @ts-ignore
38659
+ _this._tiling._onValueChanged = _this._onTilingChanged.bind(_this);
38583
38660
  return _this;
38584
38661
  }
38585
38662
  var _proto = TextureSheetAnimationModule.prototype;
@@ -38609,6 +38686,10 @@
38609
38686
  */ _proto._resetRandomSeed = function _resetRandomSeed(randomSeed) {
38610
38687
  this._frameOverTimeRand.reset(randomSeed, ParticleRandomSubSeeds.TextureSheetAnimation);
38611
38688
  };
38689
+ _proto._onTilingChanged = function _onTilingChanged() {
38690
+ var tiling = this.tiling;
38691
+ this._tillingInfo.set(1.0 / tiling.x, 1.0 / tiling.y, tiling.x * tiling.y);
38692
+ };
38612
38693
  _create_class$2(TextureSheetAnimationModule, [
38613
38694
  {
38614
38695
  key: "tiling",
@@ -38618,8 +38699,7 @@
38618
38699
  return this._tiling;
38619
38700
  },
38620
38701
  set: function set(value) {
38621
- this._tiling = value;
38622
- this._tillingInfo.set(1.0 / value.x, 1.0 / value.y, value.x * value.y);
38702
+ value !== this._tiling && this._tiling.copyFrom(value);
38623
38703
  }
38624
38704
  }
38625
38705
  ]);
@@ -38646,6 +38726,9 @@
38646
38726
  __decorate$1([
38647
38727
  ignoreClone
38648
38728
  ], TextureSheetAnimationModule.prototype, "_frameCurveMacro", void 0);
38729
+ __decorate$1([
38730
+ ignoreClone
38731
+ ], TextureSheetAnimationModule.prototype, "_onTilingChanged", null);
38649
38732
  /**
38650
38733
  * Velocity over lifetime module.
38651
38734
  */ var VelocityOverLifetimeModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
@@ -41012,6 +41095,13 @@
41012
41095
  };
41013
41096
  /**
41014
41097
  * @internal
41098
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
41099
+ var _target__clip;
41100
+ (_target__clip = target._clip) == null ? void 0 : _target__clip._addReferCount(1);
41101
+ target._gainNode.gain.setValueAtTime(target._volume, AudioManager.getContext().currentTime);
41102
+ };
41103
+ /**
41104
+ * @internal
41015
41105
  */ _proto._onEnable = function _onEnable() {
41016
41106
  this.playOnEnabled && this.play();
41017
41107
  };
@@ -41161,32 +41251,35 @@
41161
41251
  ignoreClone
41162
41252
  ], AudioSource.prototype, "_isPlaying", void 0);
41163
41253
  __decorate$1([
41164
- ignoreClone
41254
+ assignmentClone
41165
41255
  ], AudioSource.prototype, "_clip", void 0);
41166
41256
  __decorate$1([
41167
- deepClone
41257
+ ignoreClone
41168
41258
  ], AudioSource.prototype, "_gainNode", void 0);
41169
41259
  __decorate$1([
41170
41260
  ignoreClone
41171
41261
  ], AudioSource.prototype, "_sourceNode", void 0);
41172
41262
  __decorate$1([
41173
- deepClone
41263
+ ignoreClone
41174
41264
  ], AudioSource.prototype, "_pausedTime", void 0);
41175
41265
  __decorate$1([
41176
41266
  ignoreClone
41177
41267
  ], AudioSource.prototype, "_playTime", void 0);
41178
41268
  __decorate$1([
41179
- deepClone
41269
+ assignmentClone
41180
41270
  ], AudioSource.prototype, "_volume", void 0);
41181
41271
  __decorate$1([
41182
- deepClone
41272
+ assignmentClone
41183
41273
  ], AudioSource.prototype, "_lastVolume", void 0);
41184
41274
  __decorate$1([
41185
- deepClone
41275
+ assignmentClone
41186
41276
  ], AudioSource.prototype, "_playbackRate", void 0);
41187
41277
  __decorate$1([
41188
- deepClone
41278
+ assignmentClone
41189
41279
  ], AudioSource.prototype, "_loop", void 0);
41280
+ __decorate$1([
41281
+ ignoreClone
41282
+ ], AudioSource.prototype, "_onPlayEnd", null);
41190
41283
  /**
41191
41284
  * @internal
41192
41285
  */ var Polyfill = /*#__PURE__*/ function() {
@@ -47100,10 +47193,10 @@
47100
47193
  _proto._initTranscodeWorkerPool = function _initTranscodeWorkerPool() {
47101
47194
  var _this = this;
47102
47195
  return Promise.all([
47103
- fetch("https://mdn.alipayobjects.com/rms/afts/file/A*ImQSTZQiexkAAAAAQ1AAAAgAehQnAQ/basis_transcoder.js").then(function(res) {
47196
+ fetch("https://mdn.alipayobjects.com/rms/afts/file/A*J8IrSL8WE8EAAAAAQ6AAAAgAehQnAQ/basis_transcoder.js").then(function(res) {
47104
47197
  return res.text();
47105
47198
  }),
47106
- fetch("https://mdn.alipayobjects.com/rms/afts/file/A*DFX8RJ6Z0G0AAAAAXoAAAAgAehQnAQ/basis_transcoder.wasm").then(function(res) {
47199
+ fetch("https://mdn.alipayobjects.com/rms/afts/file/A*F3duSLqOP2sAAAAAXjAAAAgAehQnAQ/basis_transcoder.wasm").then(function(res) {
47107
47200
  return res.arrayBuffer();
47108
47201
  })
47109
47202
  ]).then(function(param) {
@@ -51145,7 +51238,7 @@
51145
51238
  ], EXT_texture_webp);
51146
51239
 
51147
51240
  //@ts-ignore
51148
- var version = "1.5.12";
51241
+ var version = "1.5.14";
51149
51242
  console.log("Galacean Engine Version: " + version);
51150
51243
  for(var key in CoreObjects){
51151
51244
  Loader.registerClass(key, CoreObjects[key]);