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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -6408,6 +6408,12 @@ SystemInfo._initialize();
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  case TextureFormat.ETC2_RGB:
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  case TextureFormat.ETC2_RGBA8:
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  case TextureFormat.ASTC_4x4:
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+ case TextureFormat.ASTC_5x5:
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+ case TextureFormat.ASTC_6x6:
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+ case TextureFormat.ASTC_8x8:
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+ case TextureFormat.ASTC_10x10:
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+ case TextureFormat.ASTC_12x12:
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+ case TextureFormat.ETC2_RGBA5:
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  return true;
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  default:
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  return false;
@@ -6941,7 +6947,7 @@ SystemInfo._initialize();
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  _this = ReferResource.call(this, engine) || this, _this._charInfoMap = {}, _this._space = 1, _this._curX = 1, _this._curY = 1, _this._nextY = 1;
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  _this.isGCIgnored = true;
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  var format = engine._hardwareRenderer.isWebGL2 ? TextureFormat.R8 : TextureFormat.Alpha8;
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- var texture = new Texture2D(engine, 512, 512, format, false);
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+ var texture = new Texture2D(engine, 512, 512, format, false, false);
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  texture.filterMode = TextureFilterMode.Bilinear;
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  texture.isGCIgnored = true;
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  _this.texture = texture;
@@ -9848,7 +9854,7 @@ var pbr_frag_define = "#define MIN_PERCEPTUAL_ROUGHNESS 0.045\n#define MIN_ROUGH
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  var pbr_helper = "#include <normal_get>\n#include <brdf>\n#include <btdf>\n\n// direct + indirect\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n\nuniform sampler2D camera_AOTexture;\n\nfloat evaluateAmbientOcclusion(vec2 uv)\n{\n #ifdef MATERIAL_IS_TRANSPARENT\n return 1.0;\n #else\n return texture2D(camera_AOTexture, uv).r;\n #endif\n}\n\n\nfloat computeSpecularOcclusion(float ambientOcclusion, float roughness, float dotNV ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n\nfloat getAARoughnessFactor(vec3 normal) {\n // Kaplanyan 2016, \"Stable specular highlights\"\n // Tokuyoshi 2017, \"Error Reduction and Simplification for Shading Anti-Aliasing\"\n // Tokuyoshi and Kaplanyan 2019, \"Improved Geometric Specular Antialiasing\"\n #ifdef HAS_DERIVATIVES\n vec3 dxy = max( abs(dFdx(normal)), abs(dFdy(normal)) );\n return max( max(dxy.x, dxy.y), dxy.z );\n #else\n return 0.0;\n #endif\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Aniso Bent Normals\n // Mc Alley https://www.gdcvault.com/play/1022235/Rendering-the-World-of-Far \n vec3 getAnisotropicBentNormal(Geometry geometry, vec3 n, float roughness) {\n vec3 anisotropyDirection = geometry.anisotropy >= 0.0 ? geometry.anisotropicB : geometry.anisotropicT;\n vec3 anisotropicTangent = cross(anisotropyDirection, geometry.viewDir);\n vec3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);\n // reduce stretching for (roughness < 0.2), refer to https://advances.realtimerendering.com/s2018/Siggraph%202018%20HDRP%20talk_with%20notes.pdf 80\n vec3 bentNormal = normalize( mix(n, anisotropicNormal, abs(geometry.anisotropy) * saturate( 5.0 * roughness)) );\n\n return bentNormal;\n }\n#endif\n\nvoid initGeometry(out Geometry geometry, bool isFrontFacing){\n geometry.position = v_pos;\n #ifdef CAMERA_ORTHOGRAPHIC\n geometry.viewDir = -camera_Forward;\n #else\n geometry.viewDir = normalize(camera_Position - v_pos);\n #endif\n #if defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) || defined(MATERIAL_ENABLE_ANISOTROPY)\n mat3 tbn = getTBN(isFrontFacing);\n #endif\n\n #ifdef MATERIAL_HAS_NORMALTEXTURE\n geometry.normal = getNormalByNormalTexture(tbn, material_NormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.normal = getNormal(isFrontFacing);\n #endif\n\n geometry.dotNV = saturate( dot(geometry.normal, geometry.viewDir) );\n\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n geometry.clearCoatNormal = getNormalByNormalTexture(tbn, material_ClearCoatNormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.clearCoatNormal = getNormal(isFrontFacing);\n #endif\n geometry.clearCoatDotNV = saturate( dot(geometry.clearCoatNormal, geometry.viewDir) );\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float anisotropy = material_AnisotropyInfo.z;\n vec3 anisotropicDirection = vec3(material_AnisotropyInfo.xy, 0.0);\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n vec3 anisotropyTextureInfo = texture2D( material_AnisotropyTexture, v_uv ).rgb;\n anisotropy *= anisotropyTextureInfo.b;\n anisotropicDirection.xy *= anisotropyTextureInfo.rg * 2.0 - 1.0;\n #endif\n\n geometry.anisotropy = anisotropy;\n geometry.anisotropicT = normalize(tbn * anisotropicDirection);\n geometry.anisotropicB = normalize(cross(geometry.normal, geometry.anisotropicT));\n #endif\n}\n\nvoid initMaterial(out Material material, inout Geometry geometry){\n vec4 baseColor = material_BaseColor;\n float metal = material_Metal;\n float roughness = material_Roughness;\n float alphaCutoff = material_AlphaCutoff;\n material.IOR = material_IOR;\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n baseColor *= texture2DSRGB(material_BaseTexture, v_uv);\n #endif\n\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n baseColor *= v_color;\n #endif\n\n\n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if( baseColor.a < alphaCutoff ) {\n discard;\n }\n #endif\n\n #ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n vec4 metalRoughMapColor = texture2D( material_RoughnessMetallicTexture, v_uv );\n roughness *= metalRoughMapColor.g;\n metal *= metalRoughMapColor.b;\n #endif\n\n // Specular\n material.specularIntensity = material_SpecularIntensity;\n material.specularColor = material_SpecularColor;\n #ifdef MATERIAL_HAS_SPECULAR_TEXTURE\n material.specularIntensity *= texture2D( material_SpecularIntensityTexture, v_uv ).a;\n #endif\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n material.clearCoat = material_ClearCoat;\n material.clearCoatRoughness = material_ClearCoatRoughness;\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n material.clearCoat *= texture2D( material_ClearCoatTexture, v_uv ).r;\n #endif\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n material.clearCoatRoughness *= texture2D( material_ClearCoatRoughnessTexture, v_uv ).g;\n #endif\n material.clearCoat = saturate( material.clearCoat );\n material.clearCoatRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.clearCoatRoughness + getAARoughnessFactor(geometry.clearCoatNormal), 1.0));\n #endif\n\n #ifdef MATERIAL_IS_TRANSPARENT\n material.opacity = baseColor.a;\n #else\n material.opacity = 1.0;\n #endif\n\n material.roughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(roughness + getAARoughnessFactor(geometry.normal), 1.0));\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n geometry.anisotropicN = getAnisotropicBentNormal(geometry, geometry.normal, material.roughness);\n #endif\n\n vec3 dielectricBaseF0 = vec3(pow2( (material.IOR - 1.0) / (material.IOR + 1.0) ));\n vec3 dielectricF0 = min(dielectricBaseF0 * material.specularColor , vec3(1.0)) * material.specularIntensity;\n float dielectricF90 = material.specularIntensity; \n\n material.specularF0 = mix(dielectricF0, baseColor.rgb, metal);\n material.specularF90 = mix(dielectricF90, 1.0, metal);\n material.resolvedSpecularF0 = material.specularF0;\n\n // Simplify: albedoColor * mix((1.0 - max(max(dielectricF0.r,dielectricF0.g),dielectricF0.b)), 0.0, metallic);\n material.diffuseColor = baseColor.rgb * (1.0 - metal) * (1.0 - max(max(dielectricF0.r,dielectricF0.g),dielectricF0.b));\n // Environment BRDF\n vec2 dfg = envDFGApprox(material.roughness, geometry.dotNV);\n\n // AO\n float diffuseAO = 1.0;\n float specularAO = 1.0;\n\n #ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n vec2 aoUV = v_uv;\n #ifdef RENDERER_HAS_UV1\n if(material_OcclusionTextureCoord == 1.0){\n aoUV = v_uv1;\n }\n #endif\n diffuseAO = ((texture2D(material_OcclusionTexture, aoUV)).r - 1.0) * material_OcclusionIntensity + 1.0;\n #endif\n\n #ifdef SCENE_ENABLE_AMBIENT_OCCLUSION\n float ambientAO = evaluateAmbientOcclusion((v_PositionCS.xy / v_PositionCS.w) * 0.5 + 0.5);\n diffuseAO = min(diffuseAO, ambientAO);\n #endif\n\n #if (defined(MATERIAL_HAS_OCCLUSION_TEXTURE) || defined(SCENE_ENABLE_AMBIENT_OCCLUSION))&& defined(SCENE_USE_SPECULAR_ENV) \n specularAO = saturate( pow( geometry.dotNV + diffuseAO, exp2( - 16.0 * material.roughness - 1.0 ) ) - 1.0 + diffuseAO );\n #endif\n\n material.diffuseAO = diffuseAO;\n material.specularAO = specularAO;\n\n // Sheen\n #ifdef MATERIAL_ENABLE_SHEEN\n vec3 sheenColor = material_SheenColor;\n #ifdef MATERIAL_HAS_SHEEN_TEXTURE\n sheenColor *= texture2DSRGB(material_SheenTexture, v_uv).rgb;\n #endif\n material.sheenColor = sheenColor;\n\n material.sheenRoughness = material_SheenRoughness;\n #ifdef MATERIAL_HAS_SHEEN_ROUGHNESS_TEXTURE\n material.sheenRoughness *= texture2D(material_SheenRoughnessTexture, v_uv).a;\n #endif\n\n material.sheenRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.sheenRoughness + getAARoughnessFactor(geometry.normal), 1.0));\n material.approxIBLSheenDG = prefilteredSheenDFG(geometry.dotNV, material.sheenRoughness);\n material.sheenScaling = 1.0 - material.approxIBLSheenDG * max(max(material.sheenColor.r, material.sheenColor.g), material.sheenColor.b);\n #endif\n\n // Iridescence\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n material.iridescenceFactor = material_IridescenceInfo.x;\n material.iridescenceIOR = material_IridescenceInfo.y;\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_THICKNESS_TEXTURE\n float iridescenceThicknessWeight = texture2D( material_IridescenceThicknessTexture, v_uv).g;\n material.iridescenceThickness = mix(material_IridescenceInfo.z, material_IridescenceInfo.w, iridescenceThicknessWeight);\n #else\n material.iridescenceThickness = material_IridescenceInfo.w;\n #endif\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_TEXTURE\n material.iridescenceFactor *= texture2D( material_IridescenceTexture, v_uv).r;\n #endif\n \n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n float topIOR = 1.0;\n material.iridescenceSpecularColor = evalIridescenceSpecular(topIOR, geometry.dotNV, material.iridescenceIOR, material.specularF0, material.specularF90, material.iridescenceThickness);\n material.resolvedSpecularF0 = mix(material.resolvedSpecularF0, material.iridescenceSpecularColor, material.iridescenceFactor);\n #endif\n #endif\n\n material.envSpecularDFG = material.resolvedSpecularF0 * dfg.x + material.specularF90 * dfg.y;\n\n // Multi-scattering energy compensation\n // Ref: Kulla & Conty 2017, \"Revisiting Physically Based Shading at Imageworks\"\n // Ref: Lagarde & Golubev 2018, simplified multiplier approach\n material.energyCompensation = 1.0 + material.resolvedSpecularF0 * (1.0 / max(dfg.x + dfg.y, EPSILON) - 1.0);\n\n // Transmission\n #ifdef MATERIAL_ENABLE_TRANSMISSION \n material.transmission = material_Transmission;\n #ifdef MATERIAL_HAS_TRANSMISSION_TEXTURE\n material.transmission *= texture2D(material_TransmissionTexture, v_uv).r;\n #endif\n\n #ifdef MATERIAL_HAS_THICKNESS\n material.absorptionCoefficient = -log(material_AttenuationColor + HALF_EPS) / max(HALF_EPS, material_AttenuationDistance);\n material.thickness = max(material_Thickness, 0.0001);\n #ifdef MATERIAL_HAS_THICKNESS_TEXTURE\n material.thickness *= texture2D( material_ThicknessTexture, v_uv).g;\n #endif\n #endif \n #endif\n}\n\n"; // eslint-disable-line
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  var brdf = "\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform sampler2D scene_PrefilteredDFG;\n#endif\n\nfloat F_Schlick(float f0, float f90, float dotLH) {\n\treturn f0 + (f90 - f0) * (pow(1.0 - dotLH, 5.0));\n}\n\nvec3 F_Schlick(vec3 f0, float f90, float dotLH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\n\treturn (f90 - f0 ) * fresnel + f0;\n\n}\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat G_GGX_SmithCorrelated(float alpha, float dotNL, float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\n\treturn 0.5 / max( gv + gl, EPSILON );\n\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Heitz 2014, \"Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs\"\n // Heitz http://jcgt.org/published/0003/02/03/paper.pdf\n float G_GGX_SmithCorrelated_Anisotropic(float at, float ab, float ToV, float BoV, float ToL, float BoL, float NoV, float NoL) {\n float lambdaV = NoL * length(vec3(at * ToV, ab * BoV, NoV));\n float lambdaL = NoV * length(vec3(at * ToL, ab * BoL, NoL));\n return 0.5 / max(lambdaV + lambdaL, EPSILON);\n }\n#endif\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is \"roughness squared\" in Disney’s reparameterization\nfloat D_GGX(float alpha, float dotNH ) {\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\n\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n\n}\n\n#ifdef MATERIAL_ENABLE_SHEEN\n // http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf\n float D_Charlie(float roughness, float dotNH) {\n float invAlpha = 1.0 / roughness;\n float cos2h = dotNH * dotNH;\n float sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n }\n\n // Neubelt and Pettineo 2013, \"Crafting a Next-gen Material Pipeline for The Order: 1886\".\n float V_Neubelt(float NoV, float NoL) {\n return saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n }\n\n vec3 sheenBRDF(vec3 incidentDirection, Geometry geometry, vec3 sheenColor, float sheenRoughness) {\n vec3 halfDir = normalize(incidentDirection + geometry.viewDir);\n float dotNL = saturate(dot(geometry.normal, incidentDirection));\n float dotNH = saturate(dot(geometry.normal, halfDir));\n float D = D_Charlie(sheenRoughness, dotNH);\n float V = V_Neubelt(geometry.dotNV, dotNL);\n vec3 F = sheenColor;\n return D * V * F;\n }\n\n float prefilteredSheenDFG(float dotNV, float sheenRoughness) {\n #ifdef HAS_TEX_LOD\n return texture2DLodEXT(scene_PrefilteredDFG, vec2(dotNV, sheenRoughness), 0.0).b;\n #else\n return texture2D(scene_PrefilteredDFG, vec2(dotNV, sheenRoughness),0.0).b;\n #endif \n }\n#endif\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // GGX Distribution Anisotropic\n // https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf Addenda\n float D_GGX_Anisotropic(float at, float ab, float ToH, float BoH, float NoH) {\n float a2 = at * ab;\n vec3 d = vec3(ab * ToH, at * BoH, a2 * NoH);\n float d2 = dot(d, d);\n float b2 = a2 / d2;\n return a2 * b2 * b2 * RECIPROCAL_PI;\n }\n#endif\n\nfloat DG_GGX(float alpha, float dotNV, float dotNL, float dotNH) {\n\tfloat D = D_GGX( alpha, dotNH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n return G * D;\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n float DG_GGX_anisotropic(vec3 h, vec3 l, Geometry geometry, float alpha, float dotNV, float dotNL, float dotNH) {\n vec3 t = geometry.anisotropicT;\n vec3 b = geometry.anisotropicB;\n vec3 v = geometry.viewDir;\n\n float dotTV = dot(t, v);\n float dotBV = dot(b, v);\n float dotTL = dot(t, l);\n float dotBL = dot(b, l);\n float dotTH = dot(t, h);\n float dotBH = dot(b, h);\n\n // Aniso parameter remapping\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf page 24\n float at = max(alpha * (1.0 + geometry.anisotropy), MIN_ROUGHNESS);\n float ab = max(alpha * (1.0 - geometry.anisotropy), MIN_ROUGHNESS);\n\n // specular anisotropic BRDF\n float D = D_GGX_Anisotropic(at, ab, dotTH, dotBH, dotNH);\n float G = G_GGX_SmithCorrelated_Anisotropic(at, ab, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);\n\n return G * D;\n }\n#endif\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n vec3 iorToFresnel0(vec3 transmittedIOR, float incidentIOR) {\n return pow((transmittedIOR - incidentIOR) / (transmittedIOR + incidentIOR),vec3(2.0));\n } \n\n float iorToFresnel0(float transmittedIOR, float incidentIOR) {\n return pow((transmittedIOR - incidentIOR) / (transmittedIOR + incidentIOR),2.0);\n } \n\n // Assume air interface for top\n // Note: We don't handle the case fresnel0 == 1\n vec3 fresnelToIOR(vec3 f0){\n vec3 sqrtF0 = sqrt(f0);\n return (vec3(1.0) + sqrtF0) / (vec3(1.0) - sqrtF0);\n }\n\n // Fresnel equations for dielectric/dielectric interfaces.\n // Ref: https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html\n // Evaluation XYZ sensitivity curves in Fourier space\n vec3 evalSensitivity(float opd, vec3 shift){\n // Use Gaussian fits, given by 3 parameters: val, pos and var\n float phase = 2.0 * PI * opd * 1.0e-9;\n const vec3 val = vec3(5.4856e-13, 4.4201e-13, 5.2481e-13);\n const vec3 pos = vec3(1.6810e+06, 1.7953e+06, 2.2084e+06);\n const vec3 var = vec3(4.3278e+09, 9.3046e+09, 6.6121e+09);\n vec3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * pow2(phase));\n xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(-4.5282e+09 * pow2(phase));\n xyz /= 1.0685e-7;\n // XYZ to RGB color space\n const mat3 XYZ_TO_RGB = mat3( 3.2404542, -0.9692660, 0.0556434,\n -1.5371385, 1.8760108, -0.2040259,\n -0.4985314, 0.0415560, 1.0572252);\n vec3 rgb = XYZ_TO_RGB * xyz;\n return rgb;\n }\n\n vec3 evalIridescenceSpecular(float outsideIOR, float dotNV, float thinIOR, vec3 baseF0, float baseF90, float iridescenceThickness){ \n vec3 iridescence = vec3(1.0);\n // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0\n float iridescenceIOR = mix( outsideIOR, thinIOR, smoothstep( 0.0, 0.03, iridescenceThickness ) );\n // Evaluate the cosTheta on the base layer (Snell law)\n float sinTheta2Sq = pow( outsideIOR / iridescenceIOR, 2.0) * (1.0 - pow( dotNV, 2.0));\n float cosTheta2Sq = 1.0 - sinTheta2Sq;\n // Handle total internal reflection\n if (cosTheta2Sq < 0.0) {\n return iridescence;\n }\n float cosTheta2 = sqrt(cosTheta2Sq);\n \n // First interface\n float f0 = iorToFresnel0(iridescenceIOR, outsideIOR);\n float reflectance = F_Schlick(f0, baseF90, dotNV);\n float t121 = 1.0 - reflectance;\n float phi12 = 0.0;\n // iridescenceIOR has limited greater than 1.0\n // if (iridescenceIOR < outsideIOR) {phi12 = PI;} \n float phi21 = PI - phi12;\n \n // Second interface\n vec3 baseIOR = fresnelToIOR(clamp(baseF0, 0.0, 0.9999)); // guard against 1.0\n vec3 r1 = iorToFresnel0(baseIOR, iridescenceIOR);\n vec3 r23 = F_Schlick(r1, baseF90, cosTheta2);\n vec3 phi23 =vec3(0.0);\n if (baseIOR[0] < iridescenceIOR) {phi23[0] = PI;}\n if (baseIOR[1] < iridescenceIOR) {phi23[1] = PI;}\n if (baseIOR[2] < iridescenceIOR) {phi23[2] = PI;}\n \n // Phase shift\n float opd = 2.0 * iridescenceIOR * iridescenceThickness * cosTheta2;\n vec3 phi = vec3(phi21) + phi23;\n \n // Compound terms\n vec3 r123 = clamp(reflectance * r23, 1e-5, 0.9999);\n vec3 sr123 = sqrt(r123);\n vec3 rs = pow2(t121) * r23 / (vec3(1.0) - r123);\n // Reflectance term for m = 0 (DC term amplitude)\n vec3 c0 = reflectance + rs;\n iridescence = c0;\n // Reflectance term for m > 0 (pairs of diracs)\n vec3 cm = rs - t121;\n for (int m = 1; m <= 2; ++m) {\n cm *= sr123;\n vec3 sm = 2.0 * evalSensitivity(float(m) * opd, float(m) * phi);\n iridescence += cm * sm;\n }\n return iridescence = max(iridescence, vec3(0.0)); \n }\n#endif\n\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\nvec3 BRDF_Specular_GGX(vec3 incidentDirection, Geometry geometry, Material material, vec3 normal, vec3 specularColor, float roughness ) {\n\n\tfloat alpha = pow2( roughness ); // UE4's roughness\n\n\tvec3 halfDir = normalize( incidentDirection + geometry.viewDir );\n\n\tfloat dotNL = saturate( dot( normal, incidentDirection ) );\n\tfloat dotNV = saturate( dot( normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentDirection, halfDir ) );\n\n vec3 F = F_Schlick( specularColor, material.specularF90, dotLH );\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n F = mix(F, material.iridescenceSpecularColor, material.iridescenceFactor);\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float GD = DG_GGX_anisotropic(halfDir, incidentDirection, geometry, alpha, dotNV, dotNL, dotNH);\n #else\n float GD = DG_GGX(alpha, dotNV, dotNL, dotNH);\n #endif\n\n return F * GD;\n}\n\nvec3 BRDF_Diffuse_Lambert(vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\n"; // eslint-disable-line
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  var direct_irradiance_frag_define = "#include <ShadowFragmentDeclaration>\n\nvoid sheenLobe(Geometry geometry, Material material, vec3 incidentDirection, vec3 attenuationIrradiance, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n specularColor += attenuationIrradiance * sheenBRDF(incidentDirection, geometry, material.sheenColor, material.sheenRoughness);\n #endif\n}\n\nvoid addDirectRadiance(vec3 incidentDirection, vec3 color, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n float attenuation = 1.0;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoatDotNL = saturate( dot( geometry.clearCoatNormal, incidentDirection ) );\n vec3 clearCoatIrradiance = clearCoatDotNL * color;\n\n reflectedLight.directSpecular += material.clearCoat * clearCoatIrradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.clearCoatNormal, vec3( 0.04 ), material.clearCoatRoughness );\n attenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n #endif\n\n float dotNL = saturate( dot( geometry.normal, incidentDirection ) );\n vec3 irradiance = dotNL * color * PI;\n\n reflectedLight.directSpecular += attenuation * irradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.normal, material.specularF0, material.roughness) * material.energyCompensation;\n reflectedLight.directDiffuse += attenuation * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n // Sheen Lobe\n sheenLobe(geometry, material, incidentDirection, attenuation * irradiance, reflectedLight.directDiffuse, reflectedLight.directSpecular);\n\n}\n\n#ifdef SCENE_DIRECT_LIGHT_COUNT\n\n void addDirectionalDirectLightRadiance(DirectLight directionalLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n vec3 color = directionalLight.color;\n vec3 direction = -directionalLight.direction;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n }\n\n#endif\n\n#ifdef SCENE_POINT_LIGHT_COUNT\n\n\tvoid addPointDirectLightRadiance(PointLight pointLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tvec3 color = pointLight.color;\n\t\tcolor *= clamp(1.0 - pow(lightDistance/pointLight.distance, 4.0), 0.0, 1.0);\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\n#ifdef SCENE_SPOT_LIGHT_COUNT\n\n\tvoid addSpotDirectLightRadiance(SpotLight spotLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( direction, -spotLight.direction );\n\n\t\tfloat spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos );\n\t\tfloat decayEffect = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0);\n\n\t\tvec3 color = spotLight.color;\n\t\tcolor *= spotEffect * decayEffect;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n\n#endif\n\nvoid addTotalDirectRadiance(Geometry geometry, Material material, inout ReflectedLight reflectedLight){\n float shadowAttenuation = 1.0;\n\n #ifdef SCENE_DIRECT_LIGHT_COUNT\n shadowAttenuation = 1.0;\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n shadowAttenuation *= sampleShadowMap();\n #endif\n\n DirectLight directionalLight;\n for ( int i = 0; i < SCENE_DIRECT_LIGHT_COUNT; i ++ ) {\n // warning: use `continue` syntax may trigger flickering bug in safri 16.1.\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_DirectLightCullingMask[i])){\n directionalLight.color = scene_DirectLightColor[i];\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n if (i == 0) { // Sun light index is always 0\n directionalLight.color *= shadowAttenuation;\n }\n #endif\n directionalLight.direction = scene_DirectLightDirection[i];\n addDirectionalDirectLightRadiance( directionalLight, geometry, material, reflectedLight );\n }\n }\n\n #endif\n\n #ifdef SCENE_POINT_LIGHT_COUNT\n\n PointLight pointLight;\n\n for ( int i = 0; i < SCENE_POINT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_PointLightCullingMask[i])){\n pointLight.color = scene_PointLightColor[i];\n pointLight.position = scene_PointLightPosition[i];\n pointLight.distance = scene_PointLightDistance[i];\n\n addPointDirectLightRadiance( pointLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n\n #ifdef SCENE_SPOT_LIGHT_COUNT\n\n SpotLight spotLight;\n\n for ( int i = 0; i < SCENE_SPOT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_SpotLightCullingMask[i])){\n spotLight.color = scene_SpotLightColor[i];\n spotLight.position = scene_SpotLightPosition[i];\n spotLight.direction = scene_SpotLightDirection[i];\n spotLight.distance = scene_SpotLightDistance[i];\n spotLight.angleCos = scene_SpotLightAngleCos[i];\n spotLight.penumbraCos = scene_SpotLightPenumbraCos[i];\n\n addSpotDirectLightRadiance( spotLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n}"; // eslint-disable-line
9851
- var ibl_frag_define = "// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n normal.x = -normal.x;\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\n\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n reflectVec.x = -reflectVec.x; // TextureCube is left-hand,so x need inverse\n \n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef ENGINE_NO_SRGB\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
9857
+ var ibl_frag_define = "// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\n\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n\n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef ENGINE_NO_SRGB\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
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  var pbr_frag = "Geometry geometry;\nMaterial material;\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\ninitGeometry(geometry, gl_FrontFacing);\ninitMaterial(material, geometry);\n\n// Direct Light\naddTotalDirectRadiance(geometry, material, reflectedLight);\n\n// IBL diffuse\n#ifdef SCENE_USE_SH\n vec3 irradiance = getLightProbeIrradiance(scene_EnvSH, geometry.normal);\n irradiance *= scene_EnvMapLight.diffuseIntensity;\n#else\n vec3 irradiance = scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity;\n irradiance *= PI;\n#endif\n\nreflectedLight.indirectDiffuse += material.diffuseAO * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n// IBL specular\nvec3 radiance = getLightProbeRadiance(geometry, geometry.normal, material.roughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity);\nfloat radianceAttenuation = 1.0;\n\n// IBL Clear Coat\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatRadiance = getLightProbeRadiance( geometry, geometry.clearCoatNormal, material.clearCoatRoughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity );\n\n reflectedLight.indirectSpecular += material.specularAO * clearCoatRadiance * material.clearCoat * envBRDFApprox(vec3( 0.04 ), 1.0, material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n#endif\n\nreflectedLight.indirectSpecular += material.specularAO * radianceAttenuation * radiance * envBRDFApprox(material.resolvedSpecularF0, material.specularF90, material.roughness, geometry.dotNV) * material.energyCompensation;\n\n\n// IBL Sheen\nevaluateSheenIBL(geometry, material, radianceAttenuation, reflectedLight.indirectDiffuse, reflectedLight.indirectSpecular);\n\n\n// Final color\nvec3 totalDiffuseColor = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\nvec3 totalSpecularColor = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 refractionTransmitted = evaluateTransmission(geometry, material);\n totalDiffuseColor = mix(totalDiffuseColor, refractionTransmitted, material.transmission);\n#endif\n\nvec4 finalColor = vec4(totalDiffuseColor + totalSpecularColor, material.opacity);\n\n\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n emissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_uv).rgb;\n#endif\n\nfinalColor.rgb += emissiveRadiance;\n\n\ngl_FragColor = finalColor;\n"; // eslint-disable-line
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  var btdf = "#include <refraction>\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n uniform sampler2D camera_OpaqueTexture;\n vec3 evaluateTransmission(Geometry geometry, Material material) {\n RefractionModelResult ray;\n #if REFRACTION_MODE == 0 \n // RefractionMode.Sphere\n refractionModelSphere(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #elif REFRACTION_MODE == 1\n // RefractionMode.Planar\n refractionModelPlanar(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #endif\n\n vec3 refractedRayExit = ray.positionExit;\n\n // We calculate the screen space position of the refracted point\n vec4 samplingPositionNDC = camera_ProjMat * camera_ViewMat * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = (samplingPositionNDC.xy / samplingPositionNDC.w) * 0.5 + 0.5;\n\n // Sample the opaque texture to get the transmitted light\n vec3 refractionTransmitted = texture2DSRGB(camera_OpaqueTexture, refractionCoords).rgb;\n refractionTransmitted *= material.diffuseColor;\n \n // Use specularFGD as an approximation of the fresnel effect\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf\n refractionTransmitted *= (1.0 - material.envSpecularDFG);\n\n #ifdef MATERIAL_HAS_THICKNESS\n // Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf\n vec3 transmittance = min(vec3(1.0), exp(-material.absorptionCoefficient * ray.transmissionLength));\n refractionTransmitted *= transmittance;\n #endif\n \n return refractionTransmitted;\n }\n#endif"; // eslint-disable-line
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  var refraction = "#ifdef MATERIAL_ENABLE_TRANSMISSION \n\tstruct RefractionModelResult {\n\t float transmissionLength; // length of the transmission during refraction through the shape\n\t vec3 positionExit; // out ray position\n\t // vec3 directionExit; // out ray direction\n\t};\n\n\t//https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/refraction-models.html\n\t void refractionModelSphere(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R1 = refract(V, normalWS, 1.0 / ior);\n\t // Center of the tangent sphere\n\t // vec3 C = positionWS - normalWS * thickness * 0.5;\n\n\t // Second refraction (tangent sphere out)\n\t float dist = dot(-normalWS, R1) * thickness;\n\t // Out hit point in the tangent sphere\n\t vec3 P1 = positionWS + R1 * dist;\n\t // Out normal\n\t // vec3 N1 = safeNormalize(C - P1);\n\t // Out refracted ray\n\t // vec3 R2 = refract(R1, N1, ior);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = P1;\n\t // ray.directionExit = R2; \n\t}\n\n\tvoid refractionModelPlanar(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R = refract(V, normalWS, 1.0 / ior);\n\t // Optical depth within the thin plane\n\t float dist = thickness / max(dot(-normalWS, R), 1e-5f);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = vec3(positionWS + R * dist);\n\t // ray.directionExit = V;\n\t}\n\n#endif"; // eslint-disable-line
@@ -9882,7 +9888,8 @@ var color_over_lifetime_module = "#if defined(RENDERER_COL_GRADIENT) || defined(
9882
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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
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  var force_over_lifetime_module = "#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE)\n #define _FOL_MODULE_ENABLED\n#endif\n\n#ifdef _FOL_MODULE_ENABLED\n uniform int renderer_FOLSpace;\n\n #ifdef RENDERER_FOL_CONSTANT_MODE\n uniform vec3 renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec3 renderer_FOLMinConst;\n #endif\n\n #endif\n\n #ifdef RENDERER_FOL_CURVE_MODE\n uniform vec2 renderer_FOLMaxGradientX[4];\n uniform vec2 renderer_FOLMaxGradientY[4];\n uniform vec2 renderer_FOLMaxGradientZ[4];\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec2 renderer_FOLMinGradientX[4];\n uniform vec2 renderer_FOLMinGradientY[4];\n uniform vec2 renderer_FOLMinGradientZ[4];\n #endif\n #endif\n\n // (tHat - t1) * (tHat - t1) * (tHat - t1) * (a2 - a1) / ((t2 - t1) * 6.0) + a1 * (tHat - t1) * (tHat - t1) * 0.5 + v1 * (tHat - t1);\n // to = tHat - t1; tr = t2 - t1\n float computeDisplacementIntegral(in float to, in float tr, in float a1, in float a2, in float v1) {\n return to * to * to * (a2 - a1) / (tr * 6.0) + a1 * to * to * 0.5 + v1 * to;\n }\n\n float evaluateForceParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float velocityCumulative) {\n float cumulativeValue = 0.0;\n velocityCumulative = 0.0;\n\n for (int i = 1; i < 4; i++){\n vec2 key = keys[i];\n vec2 lastKey = keys[i - 1];\n float timeRange = (key.x - lastKey.x) * a_ShapePositionStartLifeTime.w;\n\n if (key.x >= normalizedAge){\n float timeOffset = (normalizedAge - lastKey.x) * a_ShapePositionStartLifeTime.w;\n cumulativeValue += computeDisplacementIntegral(timeOffset, timeRange, lastKey.y, key.y, velocityCumulative);\n\n float finalAcceleration = mix(lastKey.y, key.y, timeOffset / timeRange);\n velocityCumulative += 0.5 * timeOffset * (finalAcceleration + lastKey.y);\n break;\n } else { \n cumulativeValue += computeDisplacementIntegral(timeRange, timeRange, lastKey.y, key.y, velocityCumulative);\n velocityCumulative += 0.5 * timeRange * (lastKey.y + key.y);\n }\n }\n return cumulativeValue;\n }\n\n vec3 computeForcePositionOffset(in float normalizedAge, in float age, out vec3 velocityOffset) {\n vec3 forcePosition;\n\n #if defined(RENDERER_FOL_CONSTANT_MODE)\n vec3 forceAcceleration = renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n forceAcceleration = mix(renderer_FOLMinConst, forceAcceleration, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n\n velocityOffset = forceAcceleration * age;\n\n forcePosition = 0.5 * forceAcceleration * age * age;\n #elif defined(RENDERER_FOL_CURVE_MODE)\n forcePosition = vec3(\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientX, normalizedAge, velocityOffset.x),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientY, normalizedAge, velocityOffset.y),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientZ, normalizedAge, velocityOffset.z)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minVelocityOffset;\n\n forcePosition = vec3(\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientX, normalizedAge, minVelocityOffset.x), forcePosition.x, a_Random2.x),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientY, normalizedAge, minVelocityOffset.y), forcePosition.y, a_Random2.y),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientZ, normalizedAge, minVelocityOffset.z), forcePosition.z, a_Random2.z)\n );\n\n velocityOffset = mix(minVelocityOffset, velocityOffset, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n return forcePosition;\n }\n#endif"; // eslint-disable-line
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  var limit_velocity_over_lifetime_module = "#ifdef RENDERER_LVL_MODULE_ENABLED\n uniform int renderer_LVLSpace;\n uniform float renderer_LVLDampen;\n\n // Scalar limit\n #ifndef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n uniform float renderer_LVLSpeedMaxConst;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform float renderer_LVLSpeedMinConst;\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n uniform vec2 renderer_LVLSpeedMaxCurve[4];\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec2 renderer_LVLSpeedMinCurve[4];\n #endif\n #endif\n #endif\n\n // Per-axis limit\n #ifdef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n uniform vec3 renderer_LVLSpeedMaxConstVector;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec3 renderer_LVLSpeedMinConstVector;\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n uniform vec2 renderer_LVLSpeedXMaxCurve[4];\n uniform vec2 renderer_LVLSpeedYMaxCurve[4];\n uniform vec2 renderer_LVLSpeedZMaxCurve[4];\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec2 renderer_LVLSpeedXMinCurve[4];\n uniform vec2 renderer_LVLSpeedYMinCurve[4];\n uniform vec2 renderer_LVLSpeedZMinCurve[4];\n #endif\n #endif\n #endif\n\n // Drag curve\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n uniform vec2 renderer_LVLDragMaxCurve[4];\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n uniform vec2 renderer_LVLDragMinCurve[4];\n #endif\n #endif\n\n float evaluateLVLDrag(float normalizedAge, float dragRand) {\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n float dragMax = evaluateParticleCurve(renderer_LVLDragMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n float dragMin = evaluateParticleCurve(renderer_LVLDragMinCurve, normalizedAge);\n return mix(dragMin, dragMax, dragRand);\n #else\n return dragMax;\n #endif\n #else\n return mix(renderer_LVLDragConstant.x, renderer_LVLDragConstant.y, dragRand);\n #endif\n }\n\n vec3 applyLVLSpeedLimitTF(vec3 velocity, float normalizedAge, float limitRand, float effectiveDampen) {\n #ifdef RENDERER_LVL_SEPARATE_AXES\n vec3 limitSpeed;\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n limitSpeed = renderer_LVLSpeedMaxConstVector;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n limitSpeed = mix(renderer_LVLSpeedMinConstVector, limitSpeed, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n limitSpeed = vec3(\n evaluateParticleCurve(renderer_LVLSpeedXMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedYMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedZMaxCurve, normalizedAge)\n );\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n vec3 minLimitSpeed = vec3(\n evaluateParticleCurve(renderer_LVLSpeedXMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedYMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedZMinCurve, normalizedAge)\n );\n limitSpeed = mix(minLimitSpeed, limitSpeed, limitRand);\n #endif\n #endif\n\n vec3 absVel = abs(velocity);\n vec3 excess = max(absVel - limitSpeed, vec3(0.0));\n velocity = sign(velocity) * (absVel - excess * effectiveDampen);\n #else\n float limitSpeed;\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n limitSpeed = renderer_LVLSpeedMaxConst;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n limitSpeed = mix(renderer_LVLSpeedMinConst, limitSpeed, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n limitSpeed = evaluateParticleCurve(renderer_LVLSpeedMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n float minLimitSpeed = evaluateParticleCurve(renderer_LVLSpeedMinCurve, normalizedAge);\n limitSpeed = mix(minLimitSpeed, limitSpeed, limitRand);\n #endif\n #endif\n\n float speed = length(velocity);\n if (speed > limitSpeed && speed > 0.0) {\n float excess = speed - limitSpeed;\n velocity = velocity * ((speed - excess * effectiveDampen) / speed);\n }\n #endif\n return velocity;\n }\n\n#endif\n"; // eslint-disable-line
9885
- var particle_feedback_simulation = "// Transform Feedback update shader for particle simulation.\n// Update order: VOL/FOL → Dampen → Drag → Position.\n// Runs once per particle per frame (no rasterization).\n\n// Previous frame TF data\nattribute vec3 a_FeedbackPosition;\nattribute vec3 a_FeedbackVelocity;\n\n// Per-particle instance data\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec3 a_StartSize;\nattribute float a_StartSpeed;\nattribute vec4 a_Random0;\nattribute vec4 a_Random1;\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\nattribute vec4 a_Random2;\n\n// Uniforms\nuniform float renderer_CurrentTime;\nuniform float renderer_DeltaTime;\nuniform vec3 renderer_Gravity;\nuniform vec2 renderer_LVLDragConstant;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform int renderer_SimulationSpace;\n\n// TF outputs\nvarying vec3 v_FeedbackPosition;\nvarying vec3 v_FeedbackVelocity;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <limit_velocity_over_lifetime_module>\n\n// Get VOL instantaneous velocity at normalizedAge\nvec3 getVOLVelocity(float normalizedAge) {\n vec3 vel = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n #ifdef RENDERER_VOL_CONSTANT_MODE\n vel = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vel = mix(renderer_VOLMinConst, vel, a_Random1.yzw);\n #endif\n #endif\n #ifdef RENDERER_VOL_CURVE_MODE\n vel = vec3(\n evaluateParticleCurve(renderer_VOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minVel = vec3(\n evaluateParticleCurve(renderer_VOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientZ, normalizedAge)\n );\n vel = mix(minVel, vel, a_Random1.yzw);\n #endif\n #endif\n #endif\n return vel;\n}\n\n// Get FOL instantaneous acceleration at normalizedAge\nvec3 getFOLAcceleration(float normalizedAge) {\n vec3 acc = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n #ifdef RENDERER_FOL_CONSTANT_MODE\n acc = renderer_FOLMaxConst;\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n acc = mix(renderer_FOLMinConst, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #ifdef RENDERER_FOL_CURVE_MODE\n acc = vec3(\n evaluateParticleCurve(renderer_FOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minAcc = vec3(\n evaluateParticleCurve(renderer_FOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientZ, normalizedAge)\n );\n acc = mix(minAcc, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #endif\n return acc;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float lifetime = a_ShapePositionStartLifeTime.w;\n float normalizedAge = age / lifetime;\n // Clamp to age on the first TF pass: particles emitted mid-frame have age < dt,\n // so using the full dt would over-integrate. Subsequent passes are unaffected (age >= dt).\n float dt = min(renderer_DeltaTime, age);\n\n // normalizedAge < 0.0: stale TF slot whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 1.0 || normalizedAge < 0.0) {\n v_FeedbackPosition = a_FeedbackPosition;\n v_FeedbackVelocity = a_FeedbackVelocity;\n gl_Position = vec4(0.0);\n return;\n }\n\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n vec4 invWorldRotation = quaternionConjugate(worldRotation);\n\n // Read previous frame state (initialized by CPU on particle birth)\n vec3 localVelocity = a_FeedbackVelocity;\n\n // =====================================================\n // Step 1: Apply velocity module deltas (VOL + FOL + Gravity)\n // =====================================================\n\n // Gravity (world space)\n vec3 gravityDelta = renderer_Gravity * a_Random0.x * dt;\n\n // VOL instantaneous velocity (animated velocity, not persisted)\n vec3 volLocal = vec3(0.0);\n vec3 volWorld = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n vec3 vol = getVOLVelocity(normalizedAge);\n if (renderer_VOLSpace == 0) {\n volLocal = vol;\n } else {\n volWorld = vol;\n }\n #endif\n\n // FOL acceleration → velocity delta (always persisted, like gravity)\n vec3 folDeltaLocal = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n vec3 folAcc = getFOLAcceleration(normalizedAge);\n vec3 folVelDelta = folAcc * dt;\n if (renderer_FOLSpace == 0) {\n folDeltaLocal = folVelDelta;\n } else {\n // World FOL: convert to local and persist, same as gravity\n folDeltaLocal = rotationByQuaternions(folVelDelta, invWorldRotation);\n }\n #endif\n\n // Gravity and FOL contribute to base velocity (persisted, subject to dampen/drag).\n vec3 gravityLocal = rotationByQuaternions(gravityDelta, invWorldRotation);\n localVelocity += folDeltaLocal + gravityLocal;\n\n // =====================================================\n // Step 2 & 3: Dampen (Limit Velocity) + Drag\n // VOL must be projected into the LVL target space so that\n // limit/drag see the full velocity regardless of VOL.space vs LVL.space.\n // =====================================================\n #ifdef RENDERER_LVL_MODULE_ENABLED\n // Precompute VOL in both spaces\n vec3 volAsLocal = volLocal + rotationByQuaternions(volWorld, invWorldRotation);\n vec3 volAsWorld = rotationByQuaternions(volLocal, worldRotation) + volWorld;\n\n float limitRand = a_Random2.w;\n float dampen = renderer_LVLDampen;\n // Frame-rate independent dampen (30fps as reference)\n float effectiveDampen = 1.0 - pow(1.0 - dampen, dt * 30.0);\n\n if (renderer_LVLSpace == 0) {\n // Local space: total = base + all VOL projected to local\n vec3 totalLocal = localVelocity + volAsLocal;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalLocal, normalizedAge, limitRand, effectiveDampen);\n localVelocity = dampenedTotal - volAsLocal;\n } else {\n // World space: total = rotated base + all VOL projected to world\n vec3 totalWorld = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalWorld, normalizedAge, limitRand, effectiveDampen);\n localVelocity = rotationByQuaternions(dampenedTotal - volAsWorld, invWorldRotation);\n }\n\n // Drag: same space as dampen\n {\n float dragCoeff = evaluateLVLDrag(normalizedAge, a_Random2.w);\n if (dragCoeff > 0.0) {\n vec3 totalVel;\n if (renderer_LVLSpace == 0) {\n totalVel = localVelocity + volAsLocal;\n } else {\n totalVel = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n }\n float velMagSqr = dot(totalVel, totalVel);\n float velMag = sqrt(velMagSqr);\n\n float drag = dragCoeff;\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_SIZE\n float maxDim = max(a_StartSize.x, max(a_StartSize.y, a_StartSize.z));\n float radius = maxDim * 0.5;\n drag *= 3.14159265 * radius * radius;\n #endif\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_VELOCITY\n drag *= velMagSqr;\n #endif\n\n if (velMag > 0.0) {\n float newVelMag = max(0.0, velMag - drag * dt);\n vec3 draggedTotal = totalVel * (newVelMag / velMag);\n if (renderer_LVLSpace == 0) {\n localVelocity = draggedTotal - volAsLocal;\n } else {\n localVelocity = rotationByQuaternions(draggedTotal - volAsWorld, invWorldRotation);\n }\n }\n }\n }\n #endif\n\n // =====================================================\n // Step 4: Integrate position in simulation space\n // Local mode: position in local space, velocity rotated to local\n // World mode: position in world space, velocity rotated to world\n // =====================================================\n // FOL is now fully in localVelocity (both local and world-space FOL).\n // Only VOL overlay needs to be added here.\n vec3 totalVelocity;\n if (renderer_SimulationSpace == 0) {\n // Local: integrate in local space\n totalVelocity = localVelocity + volLocal\n + rotationByQuaternions(volWorld, invWorldRotation);\n } else {\n // World: integrate in world space\n totalVelocity = rotationByQuaternions(localVelocity + volLocal, worldRotation) + volWorld;\n }\n vec3 position = a_FeedbackPosition + totalVelocity * dt;\n\n v_FeedbackPosition = position;\n v_FeedbackVelocity = localVelocity;\n gl_Position = vec4(0.0);\n}\n"; // eslint-disable-line
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+ var noise_module = "#ifdef RENDERER_NOISE_MODULE_ENABLED\n\n#include <noise_common>\n#include <noise_simplex_3D>\n\nuniform vec4 renderer_NoiseParams; // xyz = strength (constant mode only), w = frequency\nuniform vec4 renderer_NoiseOctaveParams; // x = scrollSpeed, y = octaveCount, z = octaveIntensityMultiplier, w = octaveFrequencyMultiplier\n\n#ifdef RENDERER_NOISE_STRENGTH_CURVE\n uniform vec2 renderer_NoiseStrengthMaxCurveX[4];\n #ifdef RENDERER_NOISE_IS_SEPARATE\n uniform vec2 renderer_NoiseStrengthMaxCurveY[4];\n uniform vec2 renderer_NoiseStrengthMaxCurveZ[4];\n #endif\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n uniform vec2 renderer_NoiseStrengthMinCurveX[4];\n #ifdef RENDERER_NOISE_IS_SEPARATE\n uniform vec2 renderer_NoiseStrengthMinCurveY[4];\n uniform vec2 renderer_NoiseStrengthMinCurveZ[4];\n #endif\n #endif\n#else\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n uniform vec3 renderer_NoiseStrengthMinConst;\n #endif\n#endif\n\nvec3 sampleSimplexNoise3D(vec3 coord) {\n float axisOffset = 100.0;\n return vec3(\n simplex(vec3(coord.z, coord.y, coord.x)),\n simplex(vec3(coord.x + axisOffset, coord.z, coord.y)),\n simplex(vec3(coord.y, coord.x + axisOffset, coord.z))\n );\n}\n\nvec3 computeNoiseDisplacement(vec3 currentPosition, float normalizedAge) {\n vec3 coord = currentPosition * renderer_NoiseParams.w\n + vec3(renderer_CurrentTime * renderer_NoiseOctaveParams.x);\n\n int octaveCount = int(renderer_NoiseOctaveParams.y);\n float octaveIntensityMultiplier = renderer_NoiseOctaveParams.z;\n float octaveFrequencyMultiplier = renderer_NoiseOctaveParams.w;\n\n vec3 noiseValue = sampleSimplexNoise3D(coord);\n float totalAmplitude = 1.0;\n\n // Unrolled octave loop (GLSL ES 1.0 requires constant loop bounds)\n if (octaveCount >= 2) {\n float amplitude = octaveIntensityMultiplier;\n totalAmplitude += amplitude;\n noiseValue += amplitude * sampleSimplexNoise3D(coord * octaveFrequencyMultiplier);\n\n if (octaveCount >= 3) {\n amplitude *= octaveIntensityMultiplier;\n totalAmplitude += amplitude;\n noiseValue += amplitude * sampleSimplexNoise3D(coord * octaveFrequencyMultiplier * octaveFrequencyMultiplier);\n }\n }\n\n // Evaluate strength (supports Constant, TwoConstants, Curve, TwoCurves).\n vec3 strength;\n #ifdef RENDERER_NOISE_STRENGTH_CURVE\n float sx = evaluateParticleCurve(renderer_NoiseStrengthMaxCurveX, normalizedAge);\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n sx = mix(evaluateParticleCurve(renderer_NoiseStrengthMinCurveX, normalizedAge), sx, a_Random0.z);\n #endif\n #ifdef RENDERER_NOISE_IS_SEPARATE\n float sy = evaluateParticleCurve(renderer_NoiseStrengthMaxCurveY, normalizedAge);\n float sz = evaluateParticleCurve(renderer_NoiseStrengthMaxCurveZ, normalizedAge);\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n sy = mix(evaluateParticleCurve(renderer_NoiseStrengthMinCurveY, normalizedAge), sy, a_Random0.z);\n sz = mix(evaluateParticleCurve(renderer_NoiseStrengthMinCurveZ, normalizedAge), sz, a_Random0.z);\n #endif\n strength = vec3(sx, sy, sz);\n #else\n strength = vec3(sx);\n #endif\n #else\n strength = renderer_NoiseParams.xyz;\n #ifdef RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO\n strength = mix(renderer_NoiseStrengthMinConst, strength, a_Random0.z);\n #endif\n #endif\n\n return (noiseValue / totalAmplitude) * strength;\n}\n\n#endif\n"; // eslint-disable-line
9892
+ var particle_feedback_simulation = "// Transform Feedback update shader for particle simulation.\n// Update order: VOL/FOL → Dampen → Drag → Position.\n// Runs once per particle per frame (no rasterization).\n\n// Previous frame TF data\nattribute vec3 a_FeedbackPosition;\nattribute vec3 a_FeedbackVelocity;\n\n// Per-particle instance data\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec3 a_StartSize;\nattribute float a_StartSpeed;\nattribute vec4 a_Random0;\nattribute vec4 a_Random1;\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\nattribute vec4 a_Random2;\n\n// Uniforms\nuniform float renderer_CurrentTime;\nuniform float renderer_DeltaTime;\nuniform vec3 renderer_Gravity;\nuniform vec2 renderer_LVLDragConstant;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform int renderer_SimulationSpace;\n\n// TF outputs\nvarying vec3 v_FeedbackPosition;\nvarying vec3 v_FeedbackVelocity;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <limit_velocity_over_lifetime_module>\n#include <noise_module>\n\n// Get VOL instantaneous velocity at normalizedAge\nvec3 getVOLVelocity(float normalizedAge) {\n vec3 vel = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n #ifdef RENDERER_VOL_CONSTANT_MODE\n vel = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vel = mix(renderer_VOLMinConst, vel, a_Random1.yzw);\n #endif\n #endif\n #ifdef RENDERER_VOL_CURVE_MODE\n vel = vec3(\n evaluateParticleCurve(renderer_VOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minVel = vec3(\n evaluateParticleCurve(renderer_VOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientZ, normalizedAge)\n );\n vel = mix(minVel, vel, a_Random1.yzw);\n #endif\n #endif\n #endif\n return vel;\n}\n\n// Get FOL instantaneous acceleration at normalizedAge\nvec3 getFOLAcceleration(float normalizedAge) {\n vec3 acc = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n #ifdef RENDERER_FOL_CONSTANT_MODE\n acc = renderer_FOLMaxConst;\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n acc = mix(renderer_FOLMinConst, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #ifdef RENDERER_FOL_CURVE_MODE\n acc = vec3(\n evaluateParticleCurve(renderer_FOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minAcc = vec3(\n evaluateParticleCurve(renderer_FOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientZ, normalizedAge)\n );\n acc = mix(minAcc, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #endif\n return acc;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float lifetime = a_ShapePositionStartLifeTime.w;\n float normalizedAge = age / lifetime;\n // Clamp to age on the first TF pass: particles emitted mid-frame have age < dt,\n // so using the full dt would over-integrate. Subsequent passes are unaffected (age >= dt).\n float dt = min(renderer_DeltaTime, age);\n\n // normalizedAge < 0.0: stale TF slot whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 1.0 || normalizedAge < 0.0) {\n v_FeedbackPosition = a_FeedbackPosition;\n v_FeedbackVelocity = a_FeedbackVelocity;\n gl_Position = vec4(0.0);\n return;\n }\n\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n vec4 invWorldRotation = quaternionConjugate(worldRotation);\n\n // Read previous frame state (initialized by CPU on particle birth)\n vec3 localVelocity = a_FeedbackVelocity;\n\n // =====================================================\n // Step 1: Apply velocity module deltas (VOL + FOL + Gravity)\n // =====================================================\n\n // Gravity (world space)\n vec3 gravityDelta = renderer_Gravity * a_Random0.x * dt;\n\n // VOL instantaneous velocity (animated velocity, not persisted)\n vec3 volLocal = vec3(0.0);\n vec3 volWorld = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n vec3 vol = getVOLVelocity(normalizedAge);\n if (renderer_VOLSpace == 0) {\n volLocal = vol;\n } else {\n volWorld = vol;\n }\n #endif\n\n // FOL acceleration → velocity delta (always persisted, like gravity)\n vec3 folDeltaLocal = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n vec3 folAcc = getFOLAcceleration(normalizedAge);\n vec3 folVelDelta = folAcc * dt;\n if (renderer_FOLSpace == 0) {\n folDeltaLocal = folVelDelta;\n } else {\n // World FOL: convert to local and persist, same as gravity\n folDeltaLocal = rotationByQuaternions(folVelDelta, invWorldRotation);\n }\n #endif\n\n // Gravity and FOL contribute to base velocity (persisted, subject to dampen/drag).\n vec3 gravityLocal = rotationByQuaternions(gravityDelta, invWorldRotation);\n localVelocity += folDeltaLocal + gravityLocal;\n\n // =====================================================\n // Step 2 & 3: Dampen (Limit Velocity) + Drag\n // VOL must be projected into the LVL target space so that\n // limit/drag see the full velocity regardless of VOL.space vs LVL.space.\n // =====================================================\n #ifdef RENDERER_LVL_MODULE_ENABLED\n // Precompute VOL in both spaces\n vec3 volAsLocal = volLocal + rotationByQuaternions(volWorld, invWorldRotation);\n vec3 volAsWorld = rotationByQuaternions(volLocal, worldRotation) + volWorld;\n\n float limitRand = a_Random2.w;\n float dampen = renderer_LVLDampen;\n // Frame-rate independent dampen (30fps as reference)\n float effectiveDampen = 1.0 - pow(1.0 - dampen, dt * 30.0);\n\n if (renderer_LVLSpace == 0) {\n // Local space: total = base + all VOL projected to local\n vec3 totalLocal = localVelocity + volAsLocal;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalLocal, normalizedAge, limitRand, effectiveDampen);\n localVelocity = dampenedTotal - volAsLocal;\n } else {\n // World space: total = rotated base + all VOL projected to world\n vec3 totalWorld = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalWorld, normalizedAge, limitRand, effectiveDampen);\n localVelocity = rotationByQuaternions(dampenedTotal - volAsWorld, invWorldRotation);\n }\n\n // Drag: same space as dampen\n {\n float dragCoeff = evaluateLVLDrag(normalizedAge, a_Random2.w);\n if (dragCoeff > 0.0) {\n vec3 totalVel;\n if (renderer_LVLSpace == 0) {\n totalVel = localVelocity + volAsLocal;\n } else {\n totalVel = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n }\n float velMagSqr = dot(totalVel, totalVel);\n float velMag = sqrt(velMagSqr);\n\n float drag = dragCoeff;\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_SIZE\n float maxDim = max(a_StartSize.x, max(a_StartSize.y, a_StartSize.z));\n float radius = maxDim * 0.5;\n drag *= 3.14159265 * radius * radius;\n #endif\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_VELOCITY\n drag *= velMagSqr;\n #endif\n\n if (velMag > 0.0) {\n float newVelMag = max(0.0, velMag - drag * dt);\n vec3 draggedTotal = totalVel * (newVelMag / velMag);\n if (renderer_LVLSpace == 0) {\n localVelocity = draggedTotal - volAsLocal;\n } else {\n localVelocity = rotationByQuaternions(draggedTotal - volAsWorld, invWorldRotation);\n }\n }\n }\n }\n #endif\n\n // =====================================================\n // Step 4: Integrate position in simulation space\n // Local mode: position in local space, velocity rotated to local\n // World mode: position in world space, velocity rotated to world\n // =====================================================\n // FOL is now fully in localVelocity (both local and world-space FOL).\n // VOL and Noise overlays are added here (not persisted).\n\n vec3 totalVelocity;\n if (renderer_SimulationSpace == 0) {\n totalVelocity = localVelocity + volLocal + rotationByQuaternions(volWorld, invWorldRotation);\n } else {\n totalVelocity = rotationByQuaternions(localVelocity + volLocal, worldRotation) + volWorld;\n }\n #ifdef RENDERER_NOISE_MODULE_ENABLED\n // Noise velocity overlay (not persisted)\n // computeNoiseDisplacement returns noise * strength (position-scale)\n // Dividing by lifetime converts to velocity so that integration over lifetime\n // recovers the original displacement magnitude\n // Use analytical base position (birth + initial velocity * age) instead of\n // a_FeedbackPosition to avoid feedback loop: position → noise → velocity → position\n vec3 noiseBasePos;\n if (renderer_SimulationSpace == 0) {\n noiseBasePos = a_ShapePositionStartLifeTime.xyz + a_DirectionTime.xyz * a_StartSpeed * age;\n } else {\n noiseBasePos = rotationByQuaternions(\n a_ShapePositionStartLifeTime.xyz + a_DirectionTime.xyz * a_StartSpeed * age,\n worldRotation) + a_SimulationWorldPosition;\n }\n totalVelocity += computeNoiseDisplacement(noiseBasePos, normalizedAge) / lifetime;\n #endif\n vec3 position = a_FeedbackPosition + totalVelocity * dt;\n\n v_FeedbackPosition = position;\n v_FeedbackVelocity = localVelocity;\n gl_Position = vec4(0.0);\n}\n"; // eslint-disable-line
9886
9893
  var sphere_billboard = "#ifdef RENDERER_MODE_SPHERE_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 sideVector = normalize(cross(camera_Forward, camera_Up));\n\tvec3 upVector = normalize(cross(sideVector, camera_Forward));\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n if (renderer_ThreeDStartRotation) {\n vec3 rotation = radians(vec3(a_StartRotation0.xy, computeParticleRotationFloat(a_StartRotation0.z, age, normalizedAge)));\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, rotation);\n } else {\n float rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n float c = cos(rot);\n float s = sin(rot);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #else\n if (renderer_ThreeDStartRotation) {\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, radians(a_StartRotation0));\n } else {\n float c = cos(radians(a_StartRotation0.x));\n float s = sin(radians(a_StartRotation0.x));\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #endif\n#endif"; // eslint-disable-line
9887
9894
  var stretched_billboard = "#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 velocity = rotationByQuaternions(renderer_SizeScale * localVelocity, worldRotation) + worldVelocity;\n\tvec3 cameraUpVector = normalize(velocity);\n\tvec3 direction = normalize(center - camera_Position);\n\tvec3 sideVector = normalize(cross(direction, normalize(velocity)));\n\n\tsideVector = renderer_SizeScale.xzy * sideVector;\n\tcameraUpVector = length(vec3(renderer_SizeScale.x, 0.0, 0.0)) * cameraUpVector;\n\n\tvec2 size = computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\n\tconst mat2 rotationZHalfPI = mat2(0.0, -1.0, 1.0, 0.0);\n\tcorner = rotationZHalfPI * corner;\n\tcorner.y = corner.y - abs(corner.y);\n\n\tfloat speed = length(velocity); // TODO:\n\tcenter += sign(renderer_SizeScale.x) * (sign(renderer_StretchedBillboardLengthScale) * size.x * corner.x * sideVector\n\t + (speed * renderer_StretchedBillboardSpeedScale + size.y * renderer_StretchedBillboardLengthScale) * corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
9888
9895
  var vertical_billboard = "#ifdef RENDERER_MODE_VERTICAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 1.0, 0.0);\n\tvec3 sideVector = normalize(cross(camera_Forward, cameraUpVector));\n\n\tfloat rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
@@ -9897,6 +9904,7 @@ var ParticleShaderLib = {
9897
9904
  texture_sheet_animation_module: texture_sheet_animation_module,
9898
9905
  force_over_lifetime_module: force_over_lifetime_module,
9899
9906
  limit_velocity_over_lifetime_module: limit_velocity_over_lifetime_module,
9907
+ noise_module: noise_module,
9900
9908
  particle_feedback_simulation: particle_feedback_simulation,
9901
9909
  sphere_billboard: sphere_billboard,
9902
9910
  stretched_billboard: stretched_billboard,
@@ -10736,26 +10744,483 @@ ShaderTagKey._nameMap = Object.create(null);
10736
10744
  return ShaderProgram;
10737
10745
  }();
10738
10746
  ShaderProgram._counter = 0;
10747
+ function _array_like_to_array$2(arr, len) {
10748
+ if (len == null || len > arr.length) len = arr.length;
10749
+ for(var i = 0, arr2 = new Array(len); i < len; i++)arr2[i] = arr[i];
10750
+ return arr2;
10751
+ }
10752
+ function _unsupported_iterable_to_array$2(o, minLen) {
10753
+ if (!o) return;
10754
+ if (typeof o === "string") return _array_like_to_array$2(o, minLen);
10755
+ var n = Object.prototype.toString.call(o).slice(8, -1);
10756
+ if (n === "Object" && o.constructor) n = o.constructor.name;
10757
+ if (n === "Map" || n === "Set") return Array.from(n);
10758
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array$2(o, minLen);
10759
+ }
10760
+ function _create_for_of_iterator_helper_loose$2(o, allowArrayLike) {
10761
+ var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
10762
+ if (it) return (it = it.call(o)).next.bind(it);
10763
+ // Fallback for engines without symbol support
10764
+ if (Array.isArray(o) || (it = _unsupported_iterable_to_array$2(o)) || allowArrayLike && o && typeof o.length === "number") {
10765
+ if (it) o = it;
10766
+ var i = 0;
10767
+ return function() {
10768
+ if (i >= o.length) return {
10769
+ done: true
10770
+ };
10771
+ return {
10772
+ done: false,
10773
+ value: o[i++]
10774
+ };
10775
+ };
10776
+ }
10777
+ throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
10778
+ }
10779
+ /**
10780
+ * Directive types for shader preprocessor instructions.
10781
+ */ var ShaderPreprocessorDirective = /*#__PURE__*/ function(ShaderPreprocessorDirective) {
10782
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Text"] = 0] = "Text";
10783
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfDef"] = 1] = "IfDef";
10784
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfNdef"] = 2] = "IfNdef";
10785
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfCmp"] = 3] = "IfCmp";
10786
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfExpr"] = 4] = "IfExpr";
10787
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Else"] = 5] = "Else";
10788
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Endif"] = 6] = "Endif";
10789
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Define"] = 7] = "Define";
10790
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["DefineVal"] = 8] = "DefineVal";
10791
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["DefineFunc"] = 9] = "DefineFunc";
10792
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Undef"] = 10] = "Undef";
10793
+ return ShaderPreprocessorDirective;
10794
+ }({});
10795
+ /**
10796
+ * @internal
10797
+ */ var ShaderMacroProcessor = /*#__PURE__*/ function() {
10798
+ function ShaderMacroProcessor() {}
10799
+ /**
10800
+ * Evaluate a flat instruction array with active macros.
10801
+ * Macros are expanded immediately when text chunks are collected,
10802
+ * using the current macro state at that point (conforming to GLSL/C99 §6.10 standard).
10803
+ * @param instructions - Pre-parsed instruction array
10804
+ * @param macros - Active runtime macros
10805
+ * @returns Pure GLSL string with all conditionals resolved and macros expanded
10806
+ */ ShaderMacroProcessor.evaluate = function evaluate(instructions, macros) {
10807
+ var valueMacros = ShaderMacroProcessor._valueMacros;
10808
+ var funcMacros = ShaderMacroProcessor._funcMacros;
10809
+ var shaderChunks = ShaderMacroProcessor._shaderChunks;
10810
+ valueMacros.clear();
10811
+ funcMacros.clear();
10812
+ shaderChunks.length = 0;
10813
+ for(var _iterator = _create_for_of_iterator_helper_loose$2(macros), _step; !(_step = _iterator()).done;){
10814
+ var _step_value = _step.value, name = _step_value[0], value = _step_value[1];
10815
+ valueMacros.set(name, value);
10816
+ }
10817
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
10818
+ var index = 0;
10819
+ var length = instructions.length;
10820
+ while(index < length){
10821
+ var instruction = instructions[index];
10822
+ switch(instruction[0]){
10823
+ case ShaderPreprocessorDirective.Text:
10824
+ // Immediately expand macros using current macro state (GLSL/C99 conformant)
10825
+ shaderChunks.push(ShaderMacroProcessor._expandChunk(instruction[1], valueMacros, funcMacros));
10826
+ index++;
10827
+ break;
10828
+ case ShaderPreprocessorDirective.IfDef:
10829
+ {
10830
+ var name1 = instruction[1];
10831
+ index = valueMacros.has(name1) || funcMacros.has(name1) ? index + 1 : instruction[2];
10832
+ break;
10833
+ }
10834
+ case ShaderPreprocessorDirective.IfNdef:
10835
+ {
10836
+ var name2 = instruction[1];
10837
+ index = !valueMacros.has(name2) && !funcMacros.has(name2) ? index + 1 : instruction[2];
10838
+ break;
10839
+ }
10840
+ case ShaderPreprocessorDirective.IfCmp:
10841
+ {
10842
+ var name3 = instruction[1];
10843
+ var val = valueMacros.get(name3);
10844
+ var matched = val !== undefined && ShaderMacroProcessor._compareValues(Number(val) || 0, instruction[2], instruction[3]);
10845
+ index = matched ? index + 1 : instruction[4];
10846
+ break;
10847
+ }
10848
+ case ShaderPreprocessorDirective.IfExpr:
10849
+ index = ShaderMacroProcessor._evalCondition(instruction[1], valueMacros, funcMacros) ? index + 1 : instruction[2];
10850
+ break;
10851
+ case ShaderPreprocessorDirective.Else:
10852
+ index = instruction[1];
10853
+ break;
10854
+ case ShaderPreprocessorDirective.Endif:
10855
+ index++;
10856
+ break;
10857
+ case ShaderPreprocessorDirective.Define:
10858
+ valueMacros.set(instruction[1], "");
10859
+ index++;
10860
+ break;
10861
+ case ShaderPreprocessorDirective.DefineVal:
10862
+ valueMacros.set(instruction[1], instruction[2]);
10863
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
10864
+ index++;
10865
+ break;
10866
+ case ShaderPreprocessorDirective.DefineFunc:
10867
+ funcMacros.set(instruction[1], {
10868
+ params: instruction[2],
10869
+ body: instruction[3]
10870
+ });
10871
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
10872
+ index++;
10873
+ break;
10874
+ case ShaderPreprocessorDirective.Undef:
10875
+ valueMacros.delete(instruction[1]);
10876
+ funcMacros.delete(instruction[1]);
10877
+ index++;
10878
+ break;
10879
+ default:
10880
+ index++;
10881
+ break;
10882
+ }
10883
+ }
10884
+ return ShaderMacroProcessor._concatChunks(shaderChunks);
10885
+ };
10886
+ /**
10887
+ * Expand macros in a single text chunk using the current macro state.
10888
+ * Returns the chunk as-is if no expandable macros exist.
10889
+ */ ShaderMacroProcessor._expandChunk = function _expandChunk(chunk, valueMacros, funcMacros) {
10890
+ // Fast path: no expandable macros at this point
10891
+ if (funcMacros.size === 0) {
10892
+ var hasExpandable = false;
10893
+ for(var _iterator = _create_for_of_iterator_helper_loose$2(valueMacros), _step; !(_step = _iterator()).done;){
10894
+ var _step_value = _step.value, val = _step_value[1];
10895
+ if (val !== "") {
10896
+ hasExpandable = true;
10897
+ break;
10898
+ }
10899
+ }
10900
+ if (!hasExpandable) return chunk;
10901
+ }
10902
+ // Rebuild first-char filter if macros changed
10903
+ if (ShaderMacroProcessor._macroFirstCharsDirty) {
10904
+ var macroFirstChars = ShaderMacroProcessor._macroFirstChars;
10905
+ macroFirstChars.clear();
10906
+ for(var _iterator1 = _create_for_of_iterator_helper_loose$2(valueMacros.keys()), _step1; !(_step1 = _iterator1()).done;){
10907
+ var name = _step1.value;
10908
+ macroFirstChars.add(name.charCodeAt(0));
10909
+ }
10910
+ for(var _iterator2 = _create_for_of_iterator_helper_loose$2(funcMacros.keys()), _step2; !(_step2 = _iterator2()).done;){
10911
+ var name1 = _step2.value;
10912
+ macroFirstChars.add(name1.charCodeAt(0));
10913
+ }
10914
+ ShaderMacroProcessor._macroFirstCharsDirty = false;
10915
+ }
10916
+ var macroFirstChars1 = ShaderMacroProcessor._macroFirstChars;
10917
+ var expandedNames = ShaderMacroProcessor._expandedNames;
10918
+ var out = ShaderMacroProcessor._out;
10919
+ out.length = 0;
10920
+ var len = chunk.length;
10921
+ var i = 0;
10922
+ while(i < len){
10923
+ var cc = chunk.charCodeAt(i);
10924
+ if (ShaderMacroProcessor._isIdentifierStart(cc)) {
10925
+ var start = i;
10926
+ i++;
10927
+ while(i < len && ShaderMacroProcessor._isIdentifierPart(chunk.charCodeAt(i)))i++;
10928
+ // Fast path: first char not in any macro name
10929
+ if (!macroFirstChars1.has(chunk.charCodeAt(start))) {
10930
+ out.push(chunk.substring(start, i));
10931
+ continue;
10932
+ }
10933
+ var name2 = chunk.substring(start, i);
10934
+ // Try function macro
10935
+ var func = funcMacros.get(name2);
10936
+ if (func) {
10937
+ var lookAhead = i;
10938
+ while(lookAhead < len && (chunk.charCodeAt(lookAhead) === 32 /* space */ || chunk.charCodeAt(lookAhead) === 9))lookAhead++;
10939
+ if (lookAhead < len && chunk.charCodeAt(lookAhead) === 40 /* '(' */ ) {
10940
+ var args = ShaderMacroProcessor._parseFuncArgs(chunk, lookAhead);
10941
+ if (args) {
10942
+ i = args.end;
10943
+ var expanded = ShaderMacroProcessor._expandFuncBody(func, args.values);
10944
+ expandedNames.clear();
10945
+ expandedNames.add(name2);
10946
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(expanded, valueMacros, funcMacros, expandedNames));
10947
+ continue;
10948
+ }
10949
+ }
10950
+ }
10951
+ // Try value macro
10952
+ var val1 = valueMacros.get(name2);
10953
+ if (val1 !== undefined && val1 !== "") {
10954
+ expandedNames.clear();
10955
+ expandedNames.add(name2);
10956
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(val1, valueMacros, funcMacros, expandedNames));
10957
+ continue;
10958
+ }
10959
+ out.push(name2);
10960
+ continue;
10961
+ }
10962
+ // Batch collect non-identifier characters
10963
+ var batchStart = i;
10964
+ while(i < len && !ShaderMacroProcessor._isIdentifierStart(chunk.charCodeAt(i)))i++;
10965
+ out.push(chunk.substring(batchStart, i));
10966
+ }
10967
+ return out.join("");
10968
+ };
10969
+ /**
10970
+ * Recursively expand macro substitution results until no more macros remain.
10971
+ * @param macroExpansion - Intermediate text from a macro substitution that may contain further macro references
10972
+ * @param valueMacros - Current value macro definitions
10973
+ * @param funcMacros - Current function macro definitions
10974
+ * @param expandedNames - Macro names already on the expansion chain, prevents circular references (C99 §6.10.3.4)
10975
+ */ ShaderMacroProcessor._recursiveExpandMacro = function _recursiveExpandMacro(macroExpansion, valueMacros, funcMacros, expandedNames) {
10976
+ if (macroExpansion.length === 0) return macroExpansion;
10977
+ var len = macroExpansion.length;
10978
+ var out = [];
10979
+ var i = 0;
10980
+ while(i < len){
10981
+ var cc = macroExpansion.charCodeAt(i);
10982
+ if (ShaderMacroProcessor._isIdentifierStart(cc)) {
10983
+ var start = i;
10984
+ i++;
10985
+ while(i < len && ShaderMacroProcessor._isIdentifierPart(macroExpansion.charCodeAt(i)))i++;
10986
+ var name = macroExpansion.substring(start, i);
10987
+ // Skip already-expanded names (circular reference prevention)
10988
+ // Skip GL_ prefixed names (reserved GLSL built-ins, charCodes: G=71, L=76, _=95)
10989
+ if (expandedNames.has(name) || name.charCodeAt(0) === 71 && name.charCodeAt(1) === 76 && name.charCodeAt(2) === 95) {
10990
+ out.push(name);
10991
+ continue;
10992
+ }
10993
+ var func = funcMacros.get(name);
10994
+ if (func) {
10995
+ var lookAhead = i;
10996
+ while(lookAhead < len && (macroExpansion.charCodeAt(lookAhead) === 32 /* space */ || macroExpansion.charCodeAt(lookAhead) === 9))lookAhead++;
10997
+ if (lookAhead < len && macroExpansion.charCodeAt(lookAhead) === 40 /* '(' */ ) {
10998
+ var args = ShaderMacroProcessor._parseFuncArgs(macroExpansion, lookAhead);
10999
+ if (args) {
11000
+ i = args.end;
11001
+ expandedNames.add(name);
11002
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(ShaderMacroProcessor._expandFuncBody(func, args.values), valueMacros, funcMacros, expandedNames));
11003
+ expandedNames.delete(name);
11004
+ continue;
11005
+ }
11006
+ }
11007
+ }
11008
+ var val = valueMacros.get(name);
11009
+ if (val !== undefined && val !== "") {
11010
+ expandedNames.add(name);
11011
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(val, valueMacros, funcMacros, expandedNames));
11012
+ expandedNames.delete(name);
11013
+ continue;
11014
+ }
11015
+ out.push(name);
11016
+ continue;
11017
+ }
11018
+ // Batch collect non-identifier characters
11019
+ var batchStart = i;
11020
+ while(i < len && !ShaderMacroProcessor._isIdentifierStart(macroExpansion.charCodeAt(i)))i++;
11021
+ out.push(macroExpansion.substring(batchStart, i));
11022
+ }
11023
+ return out.join("");
11024
+ };
11025
+ /**
11026
+ * Substitute function macro params in body.
11027
+ */ ShaderMacroProcessor._expandFuncBody = function _expandFuncBody(func, args) {
11028
+ if (func.params.length === 0 || args.length !== func.params.length) return func.body;
11029
+ var result = func.body;
11030
+ for(var i = 0; i < func.params.length; i++){
11031
+ result = ShaderMacroProcessor._replaceWord(result, func.params[i], args[i]);
11032
+ }
11033
+ return result;
11034
+ };
11035
+ /**
11036
+ * Evaluate a compound condition tree.
11037
+ */ ShaderMacroProcessor._evalCondition = function _evalCondition(cond, valueMacros, funcMacros) {
11038
+ switch(cond.t){
11039
+ case "def":
11040
+ return valueMacros.has(cond.m) || funcMacros.has(cond.m);
11041
+ case "ndef":
11042
+ return !valueMacros.has(cond.m) && !funcMacros.has(cond.m);
11043
+ case "cmp":
11044
+ {
11045
+ var val = valueMacros.get(cond.m);
11046
+ if (val === undefined) return false;
11047
+ return ShaderMacroProcessor._compareValues(Number(val) || 0, cond.op, cond.v);
11048
+ }
11049
+ case "and":
11050
+ return ShaderMacroProcessor._evalCondition(cond.l, valueMacros, funcMacros) && ShaderMacroProcessor._evalCondition(cond.r, valueMacros, funcMacros);
11051
+ case "or":
11052
+ return ShaderMacroProcessor._evalCondition(cond.l, valueMacros, funcMacros) || ShaderMacroProcessor._evalCondition(cond.r, valueMacros, funcMacros);
11053
+ case "not":
11054
+ return !ShaderMacroProcessor._evalCondition(cond.c, valueMacros, funcMacros);
11055
+ case "bool":
11056
+ return cond.v;
11057
+ }
11058
+ };
11059
+ /**
11060
+ * Evaluate a comparison operator.
11061
+ */ ShaderMacroProcessor._compareValues = function _compareValues(numVal, op, value) {
11062
+ switch(op){
11063
+ case "==":
11064
+ return numVal === value;
11065
+ case "!=":
11066
+ return numVal !== value;
11067
+ case ">":
11068
+ return numVal > value;
11069
+ case "<":
11070
+ return numVal < value;
11071
+ case ">=":
11072
+ return numVal >= value;
11073
+ case "<=":
11074
+ return numVal <= value;
11075
+ default:
11076
+ return false;
11077
+ }
11078
+ };
11079
+ /**
11080
+ * Parse function macro call arguments.
11081
+ * Returns reusable static result object to avoid allocation.
11082
+ */ ShaderMacroProcessor._parseFuncArgs = function _parseFuncArgs(text, openParen) {
11083
+ var result = ShaderMacroProcessor._parsedFuncArgs;
11084
+ result.values.length = 0;
11085
+ var level = 1;
11086
+ var argStart = openParen + 1;
11087
+ var k = argStart;
11088
+ var len = text.length;
11089
+ while(k < len && level > 0){
11090
+ var cc = text.charCodeAt(k);
11091
+ if (cc === 40 /* '(' */ ) {
11092
+ level++;
11093
+ } else if (cc === 41 /* ')' */ ) {
11094
+ if (--level === 0) {
11095
+ var arg = text.substring(argStart, k).trim();
11096
+ if (arg.length > 0 || result.values.length > 0) result.values.push(arg);
11097
+ result.end = k + 1;
11098
+ return result;
11099
+ }
11100
+ } else if (cc === 44 /* ',' */ && level === 1) {
11101
+ result.values.push(text.substring(argStart, k).trim());
11102
+ argStart = k + 1;
11103
+ }
11104
+ k++;
11105
+ }
11106
+ return null;
11107
+ };
11108
+ /**
11109
+ * Replace all whole-word occurrences of `word` in `text` with `replacement`.
11110
+ */ ShaderMacroProcessor._replaceWord = function _replaceWord(text, word, replacement) {
11111
+ var wLen = word.length;
11112
+ var parts = ShaderMacroProcessor._replaceWordParts;
11113
+ parts.length = 0;
11114
+ var start = 0;
11115
+ var idx = text.indexOf(word, start);
11116
+ while(idx !== -1){
11117
+ if (idx > 0 && ShaderMacroProcessor._isIdentifierPart(text.charCodeAt(idx - 1))) {
11118
+ idx = text.indexOf(word, idx + 1);
11119
+ continue;
11120
+ }
11121
+ var afterIdx = idx + wLen;
11122
+ if (afterIdx < text.length && ShaderMacroProcessor._isIdentifierPart(text.charCodeAt(afterIdx))) {
11123
+ idx = text.indexOf(word, idx + 1);
11124
+ continue;
11125
+ }
11126
+ parts.push(text.substring(start, idx));
11127
+ parts.push(replacement);
11128
+ start = afterIdx;
11129
+ idx = text.indexOf(word, start);
11130
+ }
11131
+ if (start === 0) return text;
11132
+ parts.push(text.substring(start));
11133
+ return parts.join("");
11134
+ };
11135
+ /**
11136
+ * Concatenate shader chunks with consecutive blank lines collapsed to a single newline.
11137
+ */ ShaderMacroProcessor._concatChunks = function _concatChunks(shaderChunks) {
11138
+ var out = ShaderMacroProcessor._out;
11139
+ out.length = 0;
11140
+ var lastNewline = false;
11141
+ for(var p = 0; p < shaderChunks.length; p++){
11142
+ var text = shaderChunks[p];
11143
+ var len = text.length;
11144
+ var i = 0;
11145
+ while(i < len){
11146
+ if (text.charCodeAt(i) === 10 /* \n */ ) {
11147
+ if (!lastNewline) {
11148
+ out.push("\n");
11149
+ lastNewline = true;
11150
+ }
11151
+ i++;
11152
+ while(i < len){
11153
+ var c = text.charCodeAt(i);
11154
+ if (c === 32 /* space */ || c === 9 /* tab */ || c === 10 /* \n */ ) i++;
11155
+ else break;
11156
+ }
11157
+ } else {
11158
+ var batchStart = i;
11159
+ while(i < len && text.charCodeAt(i) !== 10 /* \n */ )i++;
11160
+ out.push(text.substring(batchStart, i));
11161
+ lastNewline = false;
11162
+ }
11163
+ }
11164
+ }
11165
+ return out.join("");
11166
+ };
11167
+ /**
11168
+ * Check if char code is a valid identifier start.
11169
+ * Matches: [A-Z] | [a-z] | _
11170
+ */ ShaderMacroProcessor._isIdentifierStart = function _isIdentifierStart(charCode) {
11171
+ return charCode >= 65 && charCode <= 90 || charCode >= 97 && charCode <= 122 || charCode === 95;
11172
+ };
11173
+ /**
11174
+ * Check if char code is a valid identifier part.
11175
+ * Matches: [A-Z] | [a-z] | [0-9] | _
11176
+ */ ShaderMacroProcessor._isIdentifierPart = function _isIdentifierPart(charCode) {
11177
+ return charCode >= 65 && charCode <= 90 || charCode >= 97 && charCode <= 122 || charCode >= 48 && charCode <= 57 || charCode === 95;
11178
+ };
11179
+ return ShaderMacroProcessor;
11180
+ }();
11181
+ ShaderMacroProcessor._valueMacros = new Map();
11182
+ ShaderMacroProcessor._funcMacros = new Map();
11183
+ ShaderMacroProcessor._shaderChunks = [];
11184
+ ShaderMacroProcessor._out = [];
11185
+ ShaderMacroProcessor._expandedNames = new Set();
11186
+ ShaderMacroProcessor._macroFirstChars = new Set();
11187
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
11188
+ ShaderMacroProcessor._replaceWordParts = [];
11189
+ ShaderMacroProcessor._parsedFuncArgs = {
11190
+ values: [],
11191
+ end: 0
11192
+ };
10739
11193
  var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n precision highp int;\n #else\n precision mediump float;\n precision mediump int;\n #endif\n ";
10740
11194
  /**
10741
11195
  * Shader pass containing vertex and fragment source.
10742
11196
  */ var ShaderPass = /*#__PURE__*/ function(ShaderPart) {
10743
11197
  _inherits$2(ShaderPass, ShaderPart);
10744
- function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSource, fragmentSourceOrTags, tags) {
11198
+ function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSourceOrInstructions, fragmentSourceOrTags, tagsOrPlatformTarget, tags) {
10745
11199
  var _this;
10746
11200
  _this = ShaderPart.call(this) || this, /** @internal */ _this._shaderPassId = 0, /** @internal */ _this._renderStateDataMap = {}, /** @internal */ _this._shaderProgramPools = [];
10747
11201
  _this._shaderPassId = ShaderPass._shaderPassCounter++;
10748
- if (typeof fragmentSourceOrTags === "string") {
11202
+ if (Array.isArray(vertexSourceOrFragmentSourceOrInstructions)) {
11203
+ // Instructions overload: (name, vertexInst, fragInst, platformTarget, tags?)
10749
11204
  _this._name = nameOrVertexSource;
10750
- _this._vertexSource = vertexSourceOrFragmentSource;
10751
- _this._fragmentSource = fragmentSourceOrTags;
11205
+ _this._vertexShaderInstructions = vertexSourceOrFragmentSourceOrInstructions;
11206
+ _this._fragmentShaderInstructions = fragmentSourceOrTags;
11207
+ _this._platformTarget = tagsOrPlatformTarget;
10752
11208
  tags = _extends$2({
10753
11209
  pipelineStage: PipelineStage.Forward
10754
11210
  }, tags);
11211
+ } else if (typeof fragmentSourceOrTags === "string") {
11212
+ // Named overload: (name, vertexSource, fragmentSource, tags?)
11213
+ _this._name = nameOrVertexSource;
11214
+ _this._vertexSource = vertexSourceOrFragmentSourceOrInstructions;
11215
+ _this._fragmentSource = fragmentSourceOrTags;
11216
+ tags = _extends$2({
11217
+ pipelineStage: PipelineStage.Forward
11218
+ }, tagsOrPlatformTarget);
10755
11219
  } else {
11220
+ // Unnamed overload: (vertexSource, fragmentSource, tags?)
10756
11221
  _this._name = "Default";
10757
11222
  _this._vertexSource = nameOrVertexSource;
10758
- _this._fragmentSource = vertexSourceOrFragmentSource;
11223
+ _this._fragmentSource = vertexSourceOrFragmentSourceOrInstructions;
10759
11224
  tags = _extends$2({
10760
11225
  pipelineStage: PipelineStage.Forward
10761
11226
  }, fragmentSourceOrTags);
@@ -10791,15 +11256,16 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
10791
11256
  shaderProgramPools.length = 0;
10792
11257
  };
10793
11258
  _proto._getCanonicalShaderProgram = function _getCanonicalShaderProgram(engine, macroCollection) {
10794
- if (this._platformTarget != undefined) {
10795
- return this._getShaderLabProgram(engine, macroCollection);
10796
- }
10797
- var _ShaderFactory_compilePlatformSource = ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource), vertexSource = _ShaderFactory_compilePlatformSource.vertexSource, fragmentSource = _ShaderFactory_compilePlatformSource.fragmentSource;
11259
+ var _ref = this._platformTarget != undefined ? this._compileShaderLabSource(engine, macroCollection) : this._compilePlatformSource(engine, macroCollection), vertexSource = _ref.vertexSource, fragmentSource = _ref.fragmentSource;
10798
11260
  return new ShaderProgram(engine, vertexSource, fragmentSource);
10799
11261
  };
10800
- _proto._getShaderLabProgram = function _getShaderLabProgram(engine, macroCollection) {
11262
+ _proto._compilePlatformSource = function _compilePlatformSource(engine, macroCollection) {
11263
+ return ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource);
11264
+ };
11265
+ _proto._compileShaderLabSource = function _compileShaderLabSource(engine, macroCollection) {
10801
11266
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
10802
- var shaderMacroList = new Array();
11267
+ var shaderMacroList = ShaderPass._shaderMacroList;
11268
+ shaderMacroList.length = 0;
10803
11269
  ShaderMacro._getMacrosElements(macroCollection, shaderMacroList);
10804
11270
  shaderMacroList.push(ShaderMacro.getByName(isWebGL2 ? "GRAPHICS_API_WEBGL2" : "GRAPHICS_API_WEBGL1"));
10805
11271
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) {
@@ -10808,23 +11274,31 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
10808
11274
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
10809
11275
  shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES"));
10810
11276
  }
10811
- var noIncludeVertex = ShaderFactory.parseIncludes(this._vertexSource);
10812
- var noIncludeFrag = ShaderFactory.parseIncludes(this._fragmentSource);
10813
- noIncludeVertex = Shader._shaderLab._parseMacros(noIncludeVertex, shaderMacroList);
10814
- noIncludeFrag = Shader._shaderLab._parseMacros(noIncludeFrag, shaderMacroList);
11277
+ var macroMap = ShaderPass._macroMap;
11278
+ macroMap.clear();
11279
+ for(var i = 0, n = shaderMacroList.length; i < n; i++){
11280
+ var macro = shaderMacroList[i];
11281
+ var _macro_value;
11282
+ macroMap.set(macro.name, (_macro_value = macro.value) != null ? _macro_value : "");
11283
+ }
11284
+ var vertexSource = ShaderMacroProcessor.evaluate(this._vertexShaderInstructions, macroMap);
11285
+ var fragmentSource = ShaderMacroProcessor.evaluate(this._fragmentShaderInstructions, macroMap);
10815
11286
  if (isWebGL2 && this._platformTarget === ShaderLanguage.GLSLES100) {
10816
- noIncludeVertex = ShaderFactory.convertTo300(noIncludeVertex);
10817
- noIncludeFrag = ShaderFactory.convertTo300(noIncludeFrag, true);
11287
+ vertexSource = ShaderFactory.convertTo300(vertexSource);
11288
+ fragmentSource = ShaderFactory.convertTo300(fragmentSource, true);
10818
11289
  }
10819
11290
  var versionStr = isWebGL2 ? "#version 300 es" : "#version 100";
10820
- var vertexSource = " " + versionStr + "\n " + noIncludeVertex + "\n ";
10821
- var fragmentSource = " " + versionStr + "\n " + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + "\n " + precisionStr + "\n " + noIncludeFrag + "\n ";
10822
- return new ShaderProgram(engine, vertexSource, fragmentSource);
11291
+ return {
11292
+ vertexSource: " " + versionStr + "\n " + vertexSource + "\n ",
11293
+ fragmentSource: " " + versionStr + "\n " + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + "\n " + precisionStr + "\n " + fragmentSource + "\n "
11294
+ };
10823
11295
  };
10824
11296
  return ShaderPass;
10825
11297
  }(ShaderPart);
10826
11298
  /** @internal */ ShaderPass._shaderPassCounter = 0;
10827
11299
  /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
11300
+ ShaderPass._shaderMacroList = [];
11301
+ ShaderPass._macroMap = new Map();
10828
11302
  /**
10829
11303
  * Sub shader.
10830
11304
  */ var SubShader = /*#__PURE__*/ function(ShaderPart) {
@@ -11565,36 +12039,14 @@ __decorate$1([
11565
12039
  var subShaderList = shaderSource.subShaders.map(function(subShaderSource) {
11566
12040
  var passList = subShaderSource.passes.map(function(passSource) {
11567
12041
  if (passSource.isUsePass) {
11568
- var _Shader_find_subShaders_find, _Shader_find;
11569
- var _passSource_name_split = passSource.name.split("/"), shaderName = _passSource_name_split[0], subShaderName = _passSource_name_split[1], passName = _passSource_name_split[2];
11570
- return (_Shader_find = Shader.find(shaderName)) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
11571
- return subShader.name === subShaderName;
11572
- })) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
11573
- return pass.name === passName;
11574
- });
12042
+ return Shader._resolveUsePass(passSource.name);
11575
12043
  }
11576
12044
  var shaderPassSource = Shader._shaderLab._parseShaderPass(passSource.contents, passSource.vertexEntry, passSource.fragmentEntry, vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget, new URL(fragmentSourceOrPath != null ? fragmentSourceOrPath : "", ShaderPass._shaderRootPath).href);
11577
12045
  if (!shaderPassSource) {
11578
12046
  throw 'Shader pass "' + shaderSource.name + "." + subShaderSource.name + "." + passSource.name + '" parse failed, please check the shader source code.';
11579
12047
  }
11580
- var shaderPass = new ShaderPass(passSource.name, shaderPassSource.vertex, shaderPassSource.fragment, passSource.tags);
11581
- shaderPass._platformTarget = vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget;
11582
- var _passSource_renderStates = passSource.renderStates, constantMap = _passSource_renderStates.constantMap, variableMap = _passSource_renderStates.variableMap;
11583
- // Compatible shader lab no render state use material `renderState` to modify render state
11584
- if (Object.keys(constantMap).length > 0 || Object.keys(variableMap).length > 0) {
11585
- // Parse const render state
11586
- var renderState = new RenderState();
11587
- for(var k in constantMap){
11588
- Shader._applyConstRenderStates(renderState, +k, constantMap[k]);
11589
- }
11590
- shaderPass._renderState = renderState;
11591
- // Parse variable render state
11592
- var renderStateDataMap = {};
11593
- for(var k1 in variableMap){
11594
- renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
11595
- }
11596
- shaderPass._renderStateDataMap = renderStateDataMap;
11597
- }
12048
+ var shaderPass = new ShaderPass(passSource.name, shaderPassSource.vertexShaderInstructions, shaderPassSource.fragmentShaderInstructions, vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget, passSource.tags);
12049
+ Shader._applyRenderStates(shaderPass, passSource.renderStates.constantMap, passSource.renderStates.variableMap, false);
11598
12050
  return shaderPass;
11599
12051
  });
11600
12052
  return new SubShader(subShaderSource.name, passList, subShaderSource.tags);
@@ -11639,6 +12091,29 @@ __decorate$1([
11639
12091
  };
11640
12092
  /**
11641
12093
  * @internal
12094
+ */ Shader._createFromPrecompiled = function _createFromPrecompiled(data) {
12095
+ var shaderMap = Shader._shaderMap;
12096
+ if (shaderMap[data.name]) {
12097
+ console.error('Shader named "' + data.name + '" already exists.');
12098
+ return;
12099
+ }
12100
+ var subShaderList = data.subShaders.map(function(subData) {
12101
+ var passList = subData.passes.map(function(passData) {
12102
+ if (passData.isUsePass) {
12103
+ return Shader._resolveUsePass(passData.name);
12104
+ }
12105
+ var shaderPass = new ShaderPass(passData.name, passData.vertexShaderInstructions, passData.fragmentShaderInstructions, data.platformTarget, passData.tags);
12106
+ Shader._applyRenderStates(shaderPass, passData.renderStates.constantMap, passData.renderStates.variableMap, true);
12107
+ return shaderPass;
12108
+ });
12109
+ return new SubShader(subData.name, passList, subData.tags);
12110
+ });
12111
+ var shader = new Shader(data.name, subShaderList);
12112
+ shaderMap[data.name] = shader;
12113
+ return shader;
12114
+ };
12115
+ /**
12116
+ * @internal
11642
12117
  */ Shader._clear = function _clear(engine) {
11643
12118
  var shaderMap = Shader._shaderMap;
11644
12119
  for(var key in shaderMap){
@@ -11659,6 +12134,34 @@ __decorate$1([
11659
12134
  }
11660
12135
  }
11661
12136
  };
12137
+ Shader._resolveUsePass = function _resolveUsePass(passName) {
12138
+ var _Shader_find_subShaders_find, _Shader_find;
12139
+ var _passName_split = passName.split("/"), shaderName = _passName_split[0], subShaderName = _passName_split[1], passNamePart = _passName_split[2];
12140
+ return (_Shader_find = Shader.find(shaderName)) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
12141
+ return subShader.name === subShaderName;
12142
+ })) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
12143
+ return pass.name === passNamePart;
12144
+ });
12145
+ };
12146
+ Shader._applyRenderStates = function _applyRenderStates(shaderPass, constantMap, variableMap, deserializeColor) {
12147
+ if (Object.keys(constantMap).length > 0 || Object.keys(variableMap).length > 0) {
12148
+ var renderState = new RenderState();
12149
+ for(var k in constantMap){
12150
+ var value = constantMap[k];
12151
+ if (deserializeColor && Array.isArray(value)) {
12152
+ Shader._applyConstRenderStates(renderState, +k, new Color(value[0], value[1], value[2], value[3]));
12153
+ } else {
12154
+ Shader._applyConstRenderStates(renderState, +k, value);
12155
+ }
12156
+ }
12157
+ shaderPass._renderState = renderState;
12158
+ var renderStateDataMap = {};
12159
+ for(var k1 in variableMap){
12160
+ renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
12161
+ }
12162
+ shaderPass._renderStateDataMap = renderStateDataMap;
12163
+ }
12164
+ };
11662
12165
  Shader._applyConstRenderStates = function _applyConstRenderStates(renderState, key, value) {
11663
12166
  switch(key){
11664
12167
  case RenderStateElementKey.BlendStateEnabled0:
@@ -14076,7 +14579,15 @@ var Camera = /*#__PURE__*/ function(Component) {
14076
14579
  */ _proto._getInvViewProjMat = function _getInvViewProjMat() {
14077
14580
  if (this._isInvViewProjDirty.flag) {
14078
14581
  this._isInvViewProjDirty.flag = false;
14079
- Matrix.multiply(this._entity.transform.worldMatrix, this._getInverseProjectionMatrix(), this._invViewProjMat);
14582
+ var matrix = this._invViewProjMat;
14583
+ if (this._isCustomViewMatrix) {
14584
+ Matrix.invert(this.viewMatrix, matrix);
14585
+ } else {
14586
+ // Ignore scale, consistent with viewMatrix getter
14587
+ var transform = this._entity.transform;
14588
+ Matrix.rotationTranslation(transform.worldRotationQuaternion, transform.worldPosition, matrix);
14589
+ }
14590
+ matrix.multiply(this._getInverseProjectionMatrix());
14080
14591
  }
14081
14592
  return this._invViewProjMat;
14082
14593
  };
@@ -27244,7 +27755,7 @@ __decorate$1([
27244
27755
  deepClone
27245
27756
  ], Skin.prototype, "inverseBindMatrices", void 0);
27246
27757
  __decorate$1([
27247
- ignoreClone
27758
+ deepClone
27248
27759
  ], Skin.prototype, "_skinMatrices", void 0);
27249
27760
  __decorate$1([
27250
27761
  ignoreClone
@@ -28235,7 +28746,10 @@ var ComponentCloner = /*#__PURE__*/ function() {
28235
28746
  _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
28236
28747
  var activeChangedComponents = this._activeChangedComponents;
28237
28748
  for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
28238
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
28749
+ var component = activeChangedComponents[i];
28750
+ // Skip components whose scene was already cleared by an earlier callback's removeChild
28751
+ if (!isActive && !component._entity._scene) continue;
28752
+ component._setActive(isActive, activeChangeFlag);
28239
28753
  }
28240
28754
  this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
28241
28755
  this._activeChangedComponents = null;
@@ -28255,18 +28769,19 @@ var ComponentCloner = /*#__PURE__*/ function() {
28255
28769
  }
28256
28770
  };
28257
28771
  _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
28772
+ // Children-first, reverse traversal for safe removeChild during callbacks
28773
+ var children = this._children;
28774
+ for(var i = children.length - 1; i >= 0; i--){
28775
+ var child = children[i];
28776
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
28777
+ }
28258
28778
  activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
28259
28779
  activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
28260
28780
  var components = this._components;
28261
- for(var i = 0, n = components.length; i < n; i++){
28262
- var component = components[i];
28781
+ for(var i1 = 0, n = components.length; i1 < n; i1++){
28782
+ var component = components[i1];
28263
28783
  component.enabled && activeChangedComponents.push(component);
28264
28784
  }
28265
- var children = this._children;
28266
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
28267
- var child = children[i1];
28268
- child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
28269
- }
28270
28785
  };
28271
28786
  _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
28272
28787
  target = Math.min(target, sibling.length - 1);
@@ -28937,8 +29452,7 @@ PrimitiveChunk.subMeshPool = new ReturnableObjectPool(SubMesh, 10);
28937
29452
  /** Plain text. */ AssetType["Text"] = "Text";
28938
29453
  /** JSON. */ AssetType["JSON"] = "JSON";
28939
29454
  /** ArrayBuffer. */ AssetType["Buffer"] = "Buffer";
28940
- /** 2D Texture. */ AssetType["Texture2D"] = "Texture2D";
28941
- /** Cube Texture. */ AssetType["TextureCube"] = "TextureCube";
29455
+ /** Texture. */ AssetType["Texture"] = "Texture";
28942
29456
  /** Material. */ AssetType["Material"] = "Material";
28943
29457
  /** Shader. */ AssetType["Shader"] = "Shader";
28944
29458
  /** Mesh. */ AssetType["Mesh"] = "Mesh";
@@ -31132,14 +31646,14 @@ var blinnPhongVs = "#include <common>\n#include <common_vert>\n#include <blendSh
31132
31646
  var depthOnlyFs = "void main() {\n}"; // eslint-disable-line
31133
31647
  var depthOnlyVs = "#define MATERIAL_OMIT_NORMAL\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
31134
31648
  var particleFs = "#include <common>\n\nvarying vec4 v_Color;\nvarying vec2 v_TextureCoordinate;\nuniform sampler2D material_BaseTexture;\nuniform vec4 material_BaseColor;\n \nuniform mediump vec3 material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n uniform sampler2D material_EmissiveTexture;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n\tvarying vec4 v_MeshColor;\n#endif\n\nvoid main() {\n\tvec4 color = material_BaseColor * v_Color;\n\n\t#if defined(RENDERER_MODE_MESH) && defined(RENDERER_ENABLE_VERTEXCOLOR)\n\t\tcolor *= v_MeshColor;\n\t#endif\n\n\t#ifdef MATERIAL_HAS_BASETEXTURE\n\t\tcolor *= texture2DSRGB(material_BaseTexture, v_TextureCoordinate);\n\t#endif\n\t\n\t// Emissive\n\tvec3 emissiveRadiance = material_EmissiveColor;\n\t#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n\t\temissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_TextureCoordinate).rgb;\n\t#endif\n\n\tcolor.rgb += emissiveRadiance;\n\n\tgl_FragColor = color;\n}"; // eslint-disable-line
31135
- var particleVs = "#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n attribute vec4 a_CornerTextureCoordinate;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n attribute vec3 POSITION;\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n attribute vec4 COLOR_0;\n #endif\n attribute vec2 TEXCOORD_0;\n varying vec4 v_MeshColor;\n#endif\n\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec4 a_StartColor;\nattribute vec3 a_StartSize;\nattribute vec3 a_StartRotation0;\nattribute float a_StartSpeed;\n\n//#if defined(COLOR_OVER_LIFETIME) || defined(RENDERER_COL_RANDOM_GRADIENTS) || defined(RENDERER_SOL_RANDOM_CURVES) || defined(RENDERER_SOL_RANDOM_CURVES_SEPARATE) || defined(ROTATION_OVER_LIFE_TIME_RANDOM_CONSTANTS) || defined(ROTATION_OVER_LIFETIME_RANDOM_CURVES)\n attribute vec4 a_Random0;\n//#endif\n\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_IS_RANDOM_TWO)\n attribute vec4 a_Random1; // x:texture sheet animation random\n#endif\n\n#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE) || defined(RENDERER_LVL_MODULE_ENABLED)\n attribute vec4 a_Random2;\n#endif\n\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\n\n#ifdef RENDERER_TRANSFORM_FEEDBACK\n attribute vec3 a_FeedbackPosition;\n attribute vec3 a_FeedbackVelocity;\n#endif\n\nvarying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\n attribute vec4 a_SimulationUV;\n varying vec2 v_TextureCoordinate;\n#endif\n\nuniform float renderer_CurrentTime;\nuniform vec3 renderer_Gravity;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform bool renderer_ThreeDStartRotation;\nuniform int renderer_ScalingMode;\nuniform vec3 renderer_PositionScale;\nuniform vec3 renderer_SizeScale;\nuniform vec3 renderer_PivotOffset;\n\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\n\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n uniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward; // TODO:只有几种广告牌模式需要用\nuniform vec3 camera_Up;\n\nuniform float renderer_StretchedBillboardLengthScale;\nuniform float renderer_StretchedBillboardSpeedScale;\nuniform int renderer_SimulationSpace;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\n\nvec3 computeParticlePosition(in vec3 startVelocity, in float age, in float normalizedAge, vec3 gravityVelocity, vec4 worldRotation, inout vec3 localVelocity, inout vec3 worldVelocity) {\n vec3 startPosition = startVelocity * age;\n\n vec3 finalPosition;\n vec3 localPositionOffset = startPosition;\n vec3 worldPositionOffset;\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 lifeVelocity; \n vec3 velocityPositionOffset = computeVelocityPositionOffset(normalizedAge, age, lifeVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += lifeVelocity;\n localPositionOffset += velocityPositionOffset;\n } else {\n worldVelocity += lifeVelocity;\n worldPositionOffset += velocityPositionOffset;\n }\n #endif\n\n #ifdef _FOL_MODULE_ENABLED\n vec3 forceVelocity;\n vec3 forcePositionOffset = computeForcePositionOffset(normalizedAge, age, forceVelocity);\n if (renderer_FOLSpace == 0) {\n localVelocity += forceVelocity;\n localPositionOffset += forcePositionOffset;\n } else {\n worldVelocity += forceVelocity;\n worldPositionOffset += forcePositionOffset;\n }\n #endif\n\n finalPosition = rotationByQuaternions(a_ShapePositionStartLifeTime.xyz + localPositionOffset, worldRotation) + worldPositionOffset;\n\n if (renderer_SimulationSpace == 0) {\n finalPosition = finalPosition + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n\t finalPosition = finalPosition + a_SimulationWorldPosition;\n\t}\n\n finalPosition += 0.5 * gravityVelocity * age;\n\n return finalPosition;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float normalizedAge = age / a_ShapePositionStartLifeTime.w;\n // normalizedAge >= 0.0: skip stale TF slots whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 0.0 && normalizedAge < 1.0) {\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n\n vec3 localVelocity;\n vec3 worldVelocity;\n\n #ifdef RENDERER_TRANSFORM_FEEDBACK\n // Transform Feedback mode: position in simulation space (local or world).\n // Local: transform to world; World: use directly.\n vec3 center;\n if (renderer_SimulationSpace == 0) {\n center = rotationByQuaternions(a_FeedbackPosition, worldRotation) + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n center = a_FeedbackPosition;\n }\n localVelocity = a_FeedbackVelocity;\n worldVelocity = vec3(0.0);\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 instantVOLVelocity;\n computeVelocityPositionOffset(normalizedAge, age, instantVOLVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += instantVOLVelocity;\n } else {\n worldVelocity += instantVOLVelocity;\n }\n #endif\n #else\n // Original analytical path\n vec3 startVelocity = a_DirectionTime.xyz * a_StartSpeed;\n vec3 gravityVelocity = renderer_Gravity * a_Random0.x * age;\n localVelocity = startVelocity;\n worldVelocity = gravityVelocity;\n vec3 center = computeParticlePosition(startVelocity, age, normalizedAge, gravityVelocity, worldRotation, localVelocity, worldVelocity);\n #endif\n\n #include <sphere_billboard>\n #include <stretched_billboard>\n #include <horizontal_billboard>\n #include <vertical_billboard>\n #include <particle_mesh>\n\n gl_Position = camera_ProjMat * camera_ViewMat * vec4(center, 1.0);\n v_Color = computeParticleColor(a_StartColor, normalizedAge);\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec2 simulateUV;\n #if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n simulateUV = a_CornerTextureCoordinate.zw * a_SimulationUV.xy + a_SimulationUV.zw;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #ifdef RENDERER_MODE_MESH\n simulateUV = a_SimulationUV.zw + TEXCOORD_0 * a_SimulationUV.xy;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #endif\n } else {\n\t gl_Position = vec4(2.0, 2.0, 2.0, 1.0); // Discard use out of X(-1,1),Y(-1,1),Z(0,1)\n }\n}"; // eslint-disable-line
31649
+ var particleVs = "#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n attribute vec4 a_CornerTextureCoordinate;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n attribute vec3 POSITION;\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n attribute vec4 COLOR_0;\n #endif\n attribute vec2 TEXCOORD_0;\n varying vec4 v_MeshColor;\n#endif\n\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec4 a_StartColor;\nattribute vec3 a_StartSize;\nattribute vec3 a_StartRotation0;\nattribute float a_StartSpeed;\n\n//#if defined(COLOR_OVER_LIFETIME) || defined(RENDERER_COL_RANDOM_GRADIENTS) || defined(RENDERER_SOL_RANDOM_CURVES) || defined(RENDERER_SOL_RANDOM_CURVES_SEPARATE) || defined(ROTATION_OVER_LIFE_TIME_RANDOM_CONSTANTS) || defined(ROTATION_OVER_LIFETIME_RANDOM_CURVES)\n attribute vec4 a_Random0;\n//#endif\n\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_IS_RANDOM_TWO)\n attribute vec4 a_Random1; // x:texture sheet animation random\n#endif\n\n#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE) || defined(RENDERER_LVL_MODULE_ENABLED)\n attribute vec4 a_Random2;\n#endif\n\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\n\n#ifdef RENDERER_TRANSFORM_FEEDBACK\n attribute vec3 a_FeedbackPosition;\n attribute vec3 a_FeedbackVelocity;\n#endif\n\nvarying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\n attribute vec4 a_SimulationUV;\n varying vec2 v_TextureCoordinate;\n#endif\n\nuniform float renderer_CurrentTime;\nuniform vec3 renderer_Gravity;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform bool renderer_ThreeDStartRotation;\nuniform int renderer_ScalingMode;\nuniform vec3 renderer_PositionScale;\nuniform vec3 renderer_SizeScale;\nuniform vec3 renderer_PivotOffset;\n\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\n\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n uniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward; // TODO:只有几种广告牌模式需要用\nuniform vec3 camera_Up;\n\nuniform float renderer_StretchedBillboardLengthScale;\nuniform float renderer_StretchedBillboardSpeedScale;\nuniform int renderer_SimulationSpace;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\n#include <noise_module>\n\nvec3 computeParticlePosition(in vec3 startVelocity, in float age, in float normalizedAge, vec3 gravityVelocity, vec4 worldRotation, inout vec3 localVelocity, inout vec3 worldVelocity) {\n vec3 startPosition = startVelocity * age;\n\n vec3 finalPosition;\n vec3 localPositionOffset = startPosition;\n vec3 worldPositionOffset;\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 lifeVelocity; \n vec3 velocityPositionOffset = computeVelocityPositionOffset(normalizedAge, age, lifeVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += lifeVelocity;\n localPositionOffset += velocityPositionOffset;\n } else {\n worldVelocity += lifeVelocity;\n worldPositionOffset += velocityPositionOffset;\n }\n #endif\n\n #ifdef _FOL_MODULE_ENABLED\n vec3 forceVelocity;\n vec3 forcePositionOffset = computeForcePositionOffset(normalizedAge, age, forceVelocity);\n if (renderer_FOLSpace == 0) {\n localVelocity += forceVelocity;\n localPositionOffset += forcePositionOffset;\n } else {\n worldVelocity += forceVelocity;\n worldPositionOffset += forcePositionOffset;\n }\n #endif\n\n finalPosition = rotationByQuaternions(a_ShapePositionStartLifeTime.xyz + localPositionOffset, worldRotation) + worldPositionOffset;\n\n if (renderer_SimulationSpace == 0) {\n finalPosition = finalPosition + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n\t finalPosition = finalPosition + a_SimulationWorldPosition;\n\t}\n\n finalPosition += 0.5 * gravityVelocity * age;\n\n return finalPosition;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float normalizedAge = age / a_ShapePositionStartLifeTime.w;\n // normalizedAge >= 0.0: skip stale TF slots whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 0.0 && normalizedAge < 1.0) {\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n\n vec3 localVelocity;\n vec3 worldVelocity;\n\n #ifdef RENDERER_TRANSFORM_FEEDBACK\n // Transform Feedback mode: position in simulation space (local or world).\n // Local: transform to world; World: use directly.\n vec3 center;\n if (renderer_SimulationSpace == 0) {\n center = rotationByQuaternions(a_FeedbackPosition, worldRotation) + renderer_WorldPosition;\n } else if (renderer_SimulationSpace == 1) {\n center = a_FeedbackPosition;\n }\n localVelocity = a_FeedbackVelocity;\n worldVelocity = vec3(0.0);\n\n #ifdef _VOL_MODULE_ENABLED\n vec3 instantVOLVelocity;\n computeVelocityPositionOffset(normalizedAge, age, instantVOLVelocity);\n if (renderer_VOLSpace == 0) {\n localVelocity += instantVOLVelocity;\n } else {\n worldVelocity += instantVOLVelocity;\n }\n #endif\n #else\n // Original analytical path\n vec3 startVelocity = a_DirectionTime.xyz * a_StartSpeed;\n vec3 gravityVelocity = renderer_Gravity * a_Random0.x * age;\n localVelocity = startVelocity;\n worldVelocity = gravityVelocity;\n vec3 center = computeParticlePosition(startVelocity, age, normalizedAge, gravityVelocity, worldRotation, localVelocity, worldVelocity);\n #endif\n\n #include <sphere_billboard>\n #include <stretched_billboard>\n #include <horizontal_billboard>\n #include <vertical_billboard>\n #include <particle_mesh>\n\n gl_Position = camera_ProjMat * camera_ViewMat * vec4(center, 1.0);\n v_Color = computeParticleColor(a_StartColor, normalizedAge);\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec2 simulateUV;\n #if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n simulateUV = a_CornerTextureCoordinate.zw * a_SimulationUV.xy + a_SimulationUV.zw;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #ifdef RENDERER_MODE_MESH\n simulateUV = a_SimulationUV.zw + TEXCOORD_0 * a_SimulationUV.xy;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #endif\n } else {\n\t gl_Position = vec4(2.0, 2.0, 2.0, 1.0); // Discard use out of X(-1,1),Y(-1,1),Z(0,1)\n }\n}"; // eslint-disable-line
31136
31650
  var pbrSpecularFs = "#include <common>\n#include <camera_declare>\n\n#include <FogFragmentDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n}\n"; // eslint-disable-line
31137
31651
  var pbrFs = "#include <common>\n#include <camera_declare>\n#include <transform_declare>\n\n#include <FogFragmentDeclaration>\n#include <PositionClipSpaceDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n}\n"; // eslint-disable-line
31138
31652
  var pbrVs = "#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\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\n#include <PositionClipSpaceDeclaration>\n\nvoid main() {\n\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\n #include <ShadowVertex>\n #include <FogVertex>\n #include <PositionClipSpaceVertex>\n}\n"; // eslint-disable-line
31139
31653
  var shadowMapFs = "#ifdef ENGINE_NO_DEPTH_TEXTURE\n /**\n * Decompose and save depth value.\n */\n vec4 pack (float depth) {\n // Use rgba 4 bytes with a total of 32 bits to store the z value, and the accuracy of 1 byte is 1/256.\n const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);\n const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);\n\n vec4 rgbaDepth = fract(depth * bitShift); // Calculate the z value of each point\n\n // Cut off the value which do not fit in 8 bits\n rgbaDepth -= rgbaDepth.gbaa * bitMask;\n\n return rgbaDepth;\n }\n#endif\n\n\nuniform vec4 material_BaseColor;\nuniform sampler2D material_BaseTexture;\nuniform float material_AlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main() {\n #if defined(MATERIAL_IS_ALPHA_CUTOFF) || (defined(SCENE_ENABLE_TRANSPARENT_SHADOW) && defined(MATERIAL_IS_TRANSPARENT))\n float alpha = material_BaseColor.a;\n #ifdef MATERIAL_HAS_BASETEXTURE\n alpha *= texture2D(material_BaseTexture, v_uv).a;\n #endif\n \n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if(alpha < material_AlphaCutoff){\n discard;\n }\n #endif\n \n #if defined(SCENE_ENABLE_TRANSPARENT_SHADOW) && defined(MATERIAL_IS_TRANSPARENT)\n // Interleaved gradient noise\n float noise = fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), gl_FragCoord.xy)));\n if (alpha <= noise) {\n discard;\n };\n #endif\n #endif\n\n #ifdef ENGINE_NO_DEPTH_TEXTURE\n gl_FragColor = pack(gl_FragCoord.z);\n #else\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n #endif\n}"; // eslint-disable-line
31140
31654
  var shadowMapVs = "#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <normal_share>\n#include <uv_share>\nuniform mat4 camera_VPMat;\nuniform vec2 scene_ShadowBias; // x: depth bias, y: normal bias\nuniform vec3 scene_LightDirection;\n\nvec3 applyShadowBias(vec3 positionWS) {\n positionWS -= scene_LightDirection * scene_ShadowBias.x;\n return positionWS;\n}\n\nvec3 applyShadowNormalBias(vec3 positionWS, vec3 normalWS) {\n float invNdotL = 1.0 - clamp(dot(-scene_LightDirection, normalWS), 0.0, 1.0);\n float scale = invNdotL * scene_ShadowBias.y;\n positionWS += normalWS * vec3(scale);\n return positionWS;\n}\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <begin_normal_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <uv_vert>\n \n vec4 positionWS = renderer_ModelMat * position;\n\n positionWS.xyz = applyShadowBias(positionWS.xyz);\n #ifndef MATERIAL_OMIT_NORMAL\n #ifdef RENDERER_HAS_NORMAL\n vec3 normalWS = normalize( mat3(renderer_NormalMat) * normal );\n positionWS.xyz = applyShadowNormalBias(positionWS.xyz, normalWS);\n #endif\n #endif\n\n\n vec4 positionCS = camera_VPMat * positionWS;\n positionCS.z = max(positionCS.z, -1.0);// clamp to min ndc z\n\n gl_Position = positionCS;\n\n}\n"; // eslint-disable-line
31141
31655
  var skyboxFs = "#include <common>\nuniform samplerCube material_CubeTexture;\n\nvarying vec3 v_cubeUV;\nuniform float material_Exposure;\nuniform vec4 material_TintColor;\n\nvoid main() {\n vec4 textureColor = textureCube( material_CubeTexture, v_cubeUV );\n\n #ifdef ENGINE_NO_SRGB\n textureColor = sRGBToLinear(textureColor);\n #endif\n\n textureColor.rgb *= material_Exposure * material_TintColor.rgb;\n \n gl_FragColor = textureColor;\n}\n"; // eslint-disable-line
31142
- var skyboxVs = "#include <common_vert>\n\nuniform mat4 camera_VPMat;\n\nvarying vec3 v_cubeUV;\nuniform float material_Rotation;\n\nvec4 rotateY(vec4 v, float angle) {\n\tconst float deg2rad = 3.1415926 / 180.0;\n\tfloat radian = angle * deg2rad;\n\tfloat sina = sin(radian);\n\tfloat cosa = cos(radian);\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\n\treturn vec4(m * v.xz, v.yw).xzyw;\n}\n\nvoid main() {\n v_cubeUV = vec3( -POSITION.x, POSITION.yz ); // TextureCube is left-hand,so x need inverse\n gl_Position = camera_VPMat * rotateY(vec4(POSITION, 1.0), material_Rotation);\n}\n"; // eslint-disable-line
31656
+ var skyboxVs = "#include <common_vert>\n\nuniform mat4 camera_VPMat;\n\nvarying vec3 v_cubeUV;\nuniform float material_Rotation;\n\nvec4 rotateY(vec4 v, float angle) {\n\tconst float deg2rad = 3.1415926 / 180.0;\n\tfloat radian = angle * deg2rad;\n\tfloat sina = sin(radian);\n\tfloat cosa = cos(radian);\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\n\treturn vec4(m * v.xz, v.yw).xzyw;\n}\n\nvoid main() {\n v_cubeUV = POSITION;\n gl_Position = camera_VPMat * rotateY(vec4(POSITION, 1.0), material_Rotation);\n}\n"; // eslint-disable-line
31143
31657
  var spriteMaskFs = "uniform sampler2D renderer_MaskTexture;\nuniform float renderer_MaskAlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main()\n{\n vec4 color = texture2D(renderer_MaskTexture, v_uv);\n if (color.a < renderer_MaskAlphaCutoff) {\n discard;\n }\n\n gl_FragColor = color;\n}\n"; // eslint-disable-line
31144
31658
  var spriteMaskVs = "uniform mat4 camera_VPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\n\nvarying vec2 v_uv;\n\nvoid main()\n{\n gl_Position = camera_VPMat * vec4(POSITION, 1.0);\n v_uv = TEXCOORD_0;\n}\n"; // eslint-disable-line
31145
31659
  var spriteFs = "#include <common>\nuniform sampler2D renderer_SpriteTexture;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nvoid main()\n{\n vec4 baseColor = texture2DSRGB(renderer_SpriteTexture, v_uv);\n gl_FragColor = baseColor * v_color;\n}\n"; // eslint-disable-line
@@ -33567,38 +34081,6 @@ AmbientOcclusion._enableMacro = ShaderMacro.getByName("SCENE_ENABLE_AMBIENT_OCCL
33567
34081
  Scene._fogColorProperty = ShaderProperty.getByName("scene_FogColor");
33568
34082
  Scene._fogParamsProperty = ShaderProperty.getByName("scene_FogParams");
33569
34083
  Scene._prefilterdDFGProperty = ShaderProperty.getByName("scene_PrefilteredDFG");
33570
- function _array_like_to_array$2(arr, len) {
33571
- if (len == null || len > arr.length) len = arr.length;
33572
- for(var i = 0, arr2 = new Array(len); i < len; i++)arr2[i] = arr[i];
33573
- return arr2;
33574
- }
33575
- function _unsupported_iterable_to_array$2(o, minLen) {
33576
- if (!o) return;
33577
- if (typeof o === "string") return _array_like_to_array$2(o, minLen);
33578
- var n = Object.prototype.toString.call(o).slice(8, -1);
33579
- if (n === "Object" && o.constructor) n = o.constructor.name;
33580
- if (n === "Map" || n === "Set") return Array.from(n);
33581
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array$2(o, minLen);
33582
- }
33583
- function _create_for_of_iterator_helper_loose$2(o, allowArrayLike) {
33584
- var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
33585
- if (it) return (it = it.call(o)).next.bind(it);
33586
- // Fallback for engines without symbol support
33587
- if (Array.isArray(o) || (it = _unsupported_iterable_to_array$2(o)) || allowArrayLike && o && typeof o.length === "number") {
33588
- if (it) o = it;
33589
- var i = 0;
33590
- return function() {
33591
- if (i >= o.length) return {
33592
- done: true
33593
- };
33594
- return {
33595
- done: false,
33596
- value: o[i++]
33597
- };
33598
- };
33599
- }
33600
- throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
33601
- }
33602
34084
  /**
33603
34085
  * Script class, used for logic writing.
33604
34086
  */ var Script = /*#__PURE__*/ function(Component) {
@@ -37923,7 +38405,7 @@ var ParticleStopMode = /*#__PURE__*/ function(ParticleStopMode) {
37923
38405
  _inherits$2(ParticleRenderer, Renderer);
37924
38406
  function ParticleRenderer(entity) {
37925
38407
  var _this;
37926
- _this = Renderer.call(this, entity) || this, /** Specifies how much particles stretch depending on their velocity. */ _this.velocityScale = 0, /** How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width. */ _this.lengthScale = 2, /** The pivot of particle. */ _this.pivot = new Vector3(), /** @internal */ _this._generatorBounds = new BoundingBox(), /** @internal */ _this._transformedBounds = new BoundingBox();
38408
+ _this = Renderer.call(this, entity) || this, /** Specifies how much particles stretch depending on their velocity. */ _this.velocityScale = 0, /** How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width. */ _this.lengthScale = 2, /** The pivot of particle. */ _this.pivot = new Vector3(), /** @internal */ _this._generatorBounds = new BoundingBox(), /** @internal */ _this._transformedBounds = new BoundingBox(), _this._renderMode = ParticleRenderMode.Billboard;
37927
38409
  _this._onGeneratorParamsChanged = _this._onGeneratorParamsChanged.bind(_this);
37928
38410
  _this.generator = new ParticleGenerator(_this);
37929
38411
  _this._currentRenderModeMacro = ParticleRenderer._billboardModeMacro;
@@ -38522,6 +39004,7 @@ ParticleTransformFeedbackSimulator._deltaTimeProperty = ShaderProperty.getByName
38522
39004
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["GravityModifier"] = 2759560269] = "GravityModifier";
38523
39005
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["ForceOverLifetime"] = 3875246972] = "ForceOverLifetime";
38524
39006
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["LimitVelocityOverLifetime"] = 3047300990] = "LimitVelocityOverLifetime";
39007
+ ParticleRandomSubSeeds[ParticleRandomSubSeeds["Noise"] = 4105357473] = "Noise";
38525
39008
  return ParticleRandomSubSeeds;
38526
39009
  }({});
38527
39010
  /**
@@ -39897,7 +40380,7 @@ __decorate$1([
39897
40380
  return;
39898
40381
  }
39899
40382
  this._enabled = value;
39900
- this._generator._setTransformFeedback(value);
40383
+ this._generator._setTransformFeedback();
39901
40384
  this._generator._renderer._onGeneratorParamsChanged();
39902
40385
  }
39903
40386
  }
@@ -40836,6 +41319,297 @@ __decorate$1([
40836
41319
  __decorate$1([
40837
41320
  ignoreClone
40838
41321
  ], TextureSheetAnimationModule.prototype, "_onTilingChanged", null);
41322
+ /**
41323
+ * Noise module for particle system.
41324
+ * Adds simplex noise-based turbulence displacement to particles.
41325
+ */ var NoiseModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
41326
+ _inherits$2(NoiseModule, ParticleGeneratorModule);
41327
+ function NoiseModule(generator) {
41328
+ var _this;
41329
+ _this = ParticleGeneratorModule.call(this, generator) || this, /** @internal */ _this._noiseRand = new Rand(0, ParticleRandomSubSeeds.Noise), _this._noiseParams = new Vector4(), _this._noiseOctaveParams = new Vector4(), _this._strengthMinConst = new Vector3(), _this._scrollSpeed = 0, _this._separateAxes = false, _this._frequency = 0.5, _this._octaveCount = 1, _this._octaveIntensityMultiplier = 0.5, _this._octaveFrequencyMultiplier = 2.0;
41330
+ _this.strengthX = new ParticleCompositeCurve(1);
41331
+ _this.strengthY = new ParticleCompositeCurve(1);
41332
+ _this.strengthZ = new ParticleCompositeCurve(1);
41333
+ return _this;
41334
+ }
41335
+ var _proto = NoiseModule.prototype;
41336
+ /**
41337
+ * @internal
41338
+ */ _proto._updateShaderData = function _updateShaderData(shaderData) {
41339
+ var enabledMacro = null;
41340
+ var strengthCurveMacro = null;
41341
+ var strengthIsRandomTwoMacro = null;
41342
+ var separateAxesMacro = null;
41343
+ if (this.enabled) {
41344
+ enabledMacro = NoiseModule._enabledMacro;
41345
+ var strengthX = this._strengthX;
41346
+ var strengthY = this._strengthY;
41347
+ var strengthZ = this._strengthZ;
41348
+ var separateAxes = this._separateAxes;
41349
+ // Determine strength curve mode (following SOL pattern)
41350
+ var isRandomCurveMode = separateAxes ? strengthX.mode === ParticleCurveMode.TwoCurves && strengthY.mode === ParticleCurveMode.TwoCurves && strengthZ.mode === ParticleCurveMode.TwoCurves : strengthX.mode === ParticleCurveMode.TwoCurves;
41351
+ var isCurveMode = isRandomCurveMode || (separateAxes ? strengthX.mode === ParticleCurveMode.Curve && strengthY.mode === ParticleCurveMode.Curve && strengthZ.mode === ParticleCurveMode.Curve : strengthX.mode === ParticleCurveMode.Curve);
41352
+ var isRandomConstMode = separateAxes ? strengthX.mode === ParticleCurveMode.TwoConstants && strengthY.mode === ParticleCurveMode.TwoConstants && strengthZ.mode === ParticleCurveMode.TwoConstants : strengthX.mode === ParticleCurveMode.TwoConstants;
41353
+ // noiseParams.w = frequency (always needed)
41354
+ var noiseParams = this._noiseParams;
41355
+ if (isCurveMode) {
41356
+ // Curve/TwoCurves: encode curve data as float arrays
41357
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveXProperty, strengthX.curveMax._getTypeArray());
41358
+ if (separateAxes) {
41359
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveYProperty, strengthY.curveMax._getTypeArray());
41360
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveZProperty, strengthZ.curveMax._getTypeArray());
41361
+ }
41362
+ if (isRandomCurveMode) {
41363
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveXProperty, strengthX.curveMin._getTypeArray());
41364
+ if (separateAxes) {
41365
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveYProperty, strengthY.curveMin._getTypeArray());
41366
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveZProperty, strengthZ.curveMin._getTypeArray());
41367
+ }
41368
+ strengthIsRandomTwoMacro = NoiseModule._strengthIsRandomTwoMacro;
41369
+ }
41370
+ strengthCurveMacro = NoiseModule._strengthCurveMacro;
41371
+ // xyz unused in curve mode, just set frequency
41372
+ noiseParams.set(0, 0, 0, this._frequency);
41373
+ } else {
41374
+ // Constant/TwoConstants: pack strength into noiseParams.xyz
41375
+ if (separateAxes) {
41376
+ noiseParams.set(strengthX.constantMax, strengthY.constantMax, strengthZ.constantMax, this._frequency);
41377
+ } else {
41378
+ var s = strengthX.constantMax;
41379
+ noiseParams.set(s, s, s, this._frequency);
41380
+ }
41381
+ if (isRandomConstMode) {
41382
+ var minConst = this._strengthMinConst;
41383
+ if (separateAxes) {
41384
+ minConst.set(strengthX.constantMin, strengthY.constantMin, strengthZ.constantMin);
41385
+ } else {
41386
+ var sMin = strengthX.constantMin;
41387
+ minConst.set(sMin, sMin, sMin);
41388
+ }
41389
+ shaderData.setVector3(NoiseModule._strengthMinConstProperty, minConst);
41390
+ strengthIsRandomTwoMacro = NoiseModule._strengthIsRandomTwoMacro;
41391
+ }
41392
+ }
41393
+ shaderData.setVector4(NoiseModule._noiseProperty, noiseParams);
41394
+ if (separateAxes) {
41395
+ separateAxesMacro = NoiseModule._separateAxesMacro;
41396
+ }
41397
+ var noiseOctaveParams = this._noiseOctaveParams;
41398
+ noiseOctaveParams.set(this._scrollSpeed, this._octaveCount, this._octaveIntensityMultiplier, this._octaveFrequencyMultiplier);
41399
+ shaderData.setVector4(NoiseModule._noiseOctaveProperty, noiseOctaveParams);
41400
+ }
41401
+ this._enabledModuleMacro = this._enableMacro(shaderData, this._enabledModuleMacro, enabledMacro);
41402
+ this._strengthCurveModeMacro = this._enableMacro(shaderData, this._strengthCurveModeMacro, strengthCurveMacro);
41403
+ this._strengthIsRandomTwoModeMacro = this._enableMacro(shaderData, this._strengthIsRandomTwoModeMacro, strengthIsRandomTwoMacro);
41404
+ this._separateAxesModeMacro = this._enableMacro(shaderData, this._separateAxesModeMacro, separateAxesMacro);
41405
+ };
41406
+ /**
41407
+ * @internal
41408
+ */ _proto._resetRandomSeed = function _resetRandomSeed(seed) {
41409
+ this._noiseRand.reset(seed, ParticleRandomSubSeeds.Noise);
41410
+ };
41411
+ _create_class$2(NoiseModule, [
41412
+ {
41413
+ key: "separateAxes",
41414
+ get: /**
41415
+ * Specifies whether the strength is separate on each axis, when disabled, only `strength` is used.
41416
+ */ function get() {
41417
+ return this._separateAxes;
41418
+ },
41419
+ set: function set(value) {
41420
+ if (value !== this._separateAxes) {
41421
+ this._separateAxes = value;
41422
+ this._generator._renderer._onGeneratorParamsChanged();
41423
+ }
41424
+ }
41425
+ },
41426
+ {
41427
+ key: "strengthX",
41428
+ get: /**
41429
+ * Noise strength. When `separateAxes` is disabled, applies to all axes.
41430
+ * When `separateAxes` is enabled, applies only to x axis.
41431
+ */ function get() {
41432
+ return this._strengthX;
41433
+ },
41434
+ set: function set(value) {
41435
+ var lastValue = this._strengthX;
41436
+ if (value !== lastValue) {
41437
+ this._strengthX = value;
41438
+ this._onCompositeCurveChange(lastValue, value);
41439
+ }
41440
+ }
41441
+ },
41442
+ {
41443
+ key: "strengthY",
41444
+ get: /**
41445
+ * Noise strength for y axis, used when `separateAxes` is enabled.
41446
+ */ function get() {
41447
+ return this._strengthY;
41448
+ },
41449
+ set: function set(value) {
41450
+ var lastValue = this._strengthY;
41451
+ if (value !== lastValue) {
41452
+ this._strengthY = value;
41453
+ this._onCompositeCurveChange(lastValue, value);
41454
+ }
41455
+ }
41456
+ },
41457
+ {
41458
+ key: "strengthZ",
41459
+ get: /**
41460
+ * Noise strength for z axis, used when `separateAxes` is enabled.
41461
+ */ function get() {
41462
+ return this._strengthZ;
41463
+ },
41464
+ set: function set(value) {
41465
+ var lastValue = this._strengthZ;
41466
+ if (value !== lastValue) {
41467
+ this._strengthZ = value;
41468
+ this._onCompositeCurveChange(lastValue, value);
41469
+ }
41470
+ }
41471
+ },
41472
+ {
41473
+ key: "frequency",
41474
+ get: /**
41475
+ * Noise spatial frequency.
41476
+ */ function get() {
41477
+ return this._frequency;
41478
+ },
41479
+ set: function set(value) {
41480
+ value = Math.max(1e-6, value);
41481
+ if (value !== this._frequency) {
41482
+ this._frequency = value;
41483
+ this._generator._renderer._onGeneratorParamsChanged();
41484
+ }
41485
+ }
41486
+ },
41487
+ {
41488
+ key: "scrollSpeed",
41489
+ get: /**
41490
+ * Noise field scroll speed over time.
41491
+ */ function get() {
41492
+ return this._scrollSpeed;
41493
+ },
41494
+ set: function set(value) {
41495
+ if (value !== this._scrollSpeed) {
41496
+ this._scrollSpeed = value;
41497
+ this._generator._renderer._onGeneratorParamsChanged();
41498
+ }
41499
+ }
41500
+ },
41501
+ {
41502
+ key: "octaveCount",
41503
+ get: /**
41504
+ * Number of noise octave layers (1-3).
41505
+ */ function get() {
41506
+ return this._octaveCount;
41507
+ },
41508
+ set: function set(value) {
41509
+ value = Math.max(1, Math.min(3, Math.floor(value)));
41510
+ if (value !== this._octaveCount) {
41511
+ this._octaveCount = value;
41512
+ this._generator._renderer._onGeneratorParamsChanged();
41513
+ }
41514
+ }
41515
+ },
41516
+ {
41517
+ key: "octaveIntensityMultiplier",
41518
+ get: /**
41519
+ * Intensity multiplier for each successive octave, only effective when `octaveCount` > 1.
41520
+ * Each layer's contribution is scaled by this factor relative to the previous layer, range [0, 1].
41521
+ */ function get() {
41522
+ return this._octaveIntensityMultiplier;
41523
+ },
41524
+ set: function set(value) {
41525
+ value = Math.max(0, Math.min(1, value));
41526
+ if (value !== this._octaveIntensityMultiplier) {
41527
+ this._octaveIntensityMultiplier = value;
41528
+ this._generator._renderer._onGeneratorParamsChanged();
41529
+ }
41530
+ }
41531
+ },
41532
+ {
41533
+ key: "octaveFrequencyMultiplier",
41534
+ get: /**
41535
+ * Frequency multiplier for each successive octave, only effective when `octaveCount` > 1.
41536
+ * Each layer samples at this multiple of the previous layer's frequency, range [1, 4].
41537
+ */ function get() {
41538
+ return this._octaveFrequencyMultiplier;
41539
+ },
41540
+ set: function set(value) {
41541
+ value = Math.max(1, Math.min(4, value));
41542
+ if (value !== this._octaveFrequencyMultiplier) {
41543
+ this._octaveFrequencyMultiplier = value;
41544
+ this._generator._renderer._onGeneratorParamsChanged();
41545
+ }
41546
+ }
41547
+ },
41548
+ {
41549
+ key: "enabled",
41550
+ get: function get() {
41551
+ return this._enabled;
41552
+ },
41553
+ set: function set(value) {
41554
+ if (value !== this._enabled) {
41555
+ if (value && !this._generator._renderer.engine._hardwareRenderer.isWebGL2) {
41556
+ return;
41557
+ }
41558
+ this._enabled = value;
41559
+ this._generator._setTransformFeedback();
41560
+ this._generator._renderer._onGeneratorParamsChanged();
41561
+ }
41562
+ }
41563
+ }
41564
+ ]);
41565
+ return NoiseModule;
41566
+ }(ParticleGeneratorModule);
41567
+ NoiseModule._enabledMacro = ShaderMacro.getByName("RENDERER_NOISE_MODULE_ENABLED");
41568
+ NoiseModule._strengthCurveMacro = ShaderMacro.getByName("RENDERER_NOISE_STRENGTH_CURVE");
41569
+ NoiseModule._strengthIsRandomTwoMacro = ShaderMacro.getByName("RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO");
41570
+ NoiseModule._separateAxesMacro = ShaderMacro.getByName("RENDERER_NOISE_IS_SEPARATE");
41571
+ NoiseModule._noiseProperty = ShaderProperty.getByName("renderer_NoiseParams");
41572
+ NoiseModule._noiseOctaveProperty = ShaderProperty.getByName("renderer_NoiseOctaveParams");
41573
+ NoiseModule._strengthMinConstProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinConst");
41574
+ NoiseModule._strengthMaxCurveXProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveX");
41575
+ NoiseModule._strengthMaxCurveYProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveY");
41576
+ NoiseModule._strengthMaxCurveZProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveZ");
41577
+ NoiseModule._strengthMinCurveXProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveX");
41578
+ NoiseModule._strengthMinCurveYProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveY");
41579
+ NoiseModule._strengthMinCurveZProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveZ");
41580
+ __decorate$1([
41581
+ ignoreClone
41582
+ ], NoiseModule.prototype, "_enabledModuleMacro", void 0);
41583
+ __decorate$1([
41584
+ ignoreClone
41585
+ ], NoiseModule.prototype, "_strengthCurveModeMacro", void 0);
41586
+ __decorate$1([
41587
+ ignoreClone
41588
+ ], NoiseModule.prototype, "_strengthIsRandomTwoModeMacro", void 0);
41589
+ __decorate$1([
41590
+ ignoreClone
41591
+ ], NoiseModule.prototype, "_separateAxesModeMacro", void 0);
41592
+ __decorate$1([
41593
+ ignoreClone
41594
+ ], NoiseModule.prototype, "_noiseRand", void 0);
41595
+ __decorate$1([
41596
+ ignoreClone
41597
+ ], NoiseModule.prototype, "_noiseParams", void 0);
41598
+ __decorate$1([
41599
+ ignoreClone
41600
+ ], NoiseModule.prototype, "_noiseOctaveParams", void 0);
41601
+ __decorate$1([
41602
+ ignoreClone
41603
+ ], NoiseModule.prototype, "_strengthMinConst", void 0);
41604
+ __decorate$1([
41605
+ deepClone
41606
+ ], NoiseModule.prototype, "_strengthX", void 0);
41607
+ __decorate$1([
41608
+ deepClone
41609
+ ], NoiseModule.prototype, "_strengthY", void 0);
41610
+ __decorate$1([
41611
+ deepClone
41612
+ ], NoiseModule.prototype, "_strengthZ", void 0);
40839
41613
  /**
40840
41614
  * Velocity over lifetime module.
40841
41615
  */ var VelocityOverLifetimeModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
@@ -41041,6 +41815,7 @@ __decorate$1([
41041
41815
  this.forceOverLifetime = new ForceOverLifetimeModule(this);
41042
41816
  this.sizeOverLifetime = new SizeOverLifetimeModule(this);
41043
41817
  this.limitVelocityOverLifetime = new LimitVelocityOverLifetimeModule(this);
41818
+ this.noise = new NoiseModule(this);
41044
41819
  this.emission.enabled = true;
41045
41820
  }
41046
41821
  var _proto = ParticleGenerator.prototype;
@@ -41348,6 +42123,7 @@ __decorate$1([
41348
42123
  this.sizeOverLifetime._updateShaderData(shaderData);
41349
42124
  this.rotationOverLifetime._updateShaderData(shaderData);
41350
42125
  this.colorOverLifetime._updateShaderData(shaderData);
42126
+ this.noise._updateShaderData(shaderData);
41351
42127
  };
41352
42128
  /**
41353
42129
  * @internal
@@ -41361,16 +42137,19 @@ __decorate$1([
41361
42137
  this.limitVelocityOverLifetime._resetRandomSeed(seed);
41362
42138
  this.rotationOverLifetime._resetRandomSeed(seed);
41363
42139
  this.colorOverLifetime._resetRandomSeed(seed);
42140
+ this.noise._resetRandomSeed(seed);
41364
42141
  };
41365
42142
  /**
41366
42143
  * @internal
41367
- */ _proto._setTransformFeedback = function _setTransformFeedback(enabled) {
41368
- this._useTransformFeedback = enabled;
42144
+ */ _proto._setTransformFeedback = function _setTransformFeedback() {
42145
+ var needed = this.limitVelocityOverLifetime.enabled || this.noise.enabled;
42146
+ if (needed === this._useTransformFeedback) return;
42147
+ this._useTransformFeedback = needed;
41369
42148
  // Switching TF mode invalidates all active particle state: feedback buffers and instance
41370
42149
  // buffer layout are incompatible between the two paths. Clear rather than show a one-frame
41371
42150
  // jump; new particles will fill in naturally from the next emit cycle.
41372
42151
  this._clearActiveParticles();
41373
- if (enabled) {
42152
+ if (needed) {
41374
42153
  if (!this._feedbackSimulator) {
41375
42154
  this._feedbackSimulator = new ParticleTransformFeedbackSimulator(this._renderer.engine);
41376
42155
  }
@@ -41420,9 +42199,7 @@ __decorate$1([
41420
42199
  /**
41421
42200
  * @internal
41422
42201
  */ _proto._cloneTo = function _cloneTo(target) {
41423
- if (target.limitVelocityOverLifetime.enabled) {
41424
- target._setTransformFeedback(true);
41425
- }
42202
+ target._setTransformFeedback();
41426
42203
  };
41427
42204
  /**
41428
42205
  * @internal
@@ -41584,10 +42361,6 @@ __decorate$1([
41584
42361
  // Start rotation
41585
42362
  var startRotationRand = main._startRotationRand, flipRotation = main.flipRotation;
41586
42363
  var isFlip = flipRotation > startRotationRand.random();
41587
- // @todo:None-Mesh mode should inverse the rotation, maybe should unify it
41588
- if (this._renderer.renderMode !== ParticleRenderMode.Mesh) {
41589
- isFlip = !isFlip;
41590
- }
41591
42364
  var rotationZ = main.startRotationZ.evaluate(undefined, startRotationRand.random());
41592
42365
  if (main.startRotation3D) {
41593
42366
  var rotationX = main.startRotationX.evaluate(undefined, startRotationRand.random());
@@ -41613,7 +42386,9 @@ __decorate$1([
41613
42386
  if (colorOverLifetime.enabled && colorOverLifetime.color.mode === ParticleGradientMode.TwoGradients) {
41614
42387
  instanceVertices[offset + 20] = colorOverLifetime._colorGradientRand.random();
41615
42388
  }
41616
- // instanceVertices[offset + 21] = rand.random();
42389
+ if (this.noise.enabled) {
42390
+ instanceVertices[offset + 21] = this.noise._noiseRand.random();
42391
+ }
41617
42392
  var rotationOverLifetime = this.rotationOverLifetime;
41618
42393
  if (rotationOverLifetime.enabled && rotationOverLifetime.rotationZ.mode === ParticleCurveMode.TwoConstants) {
41619
42394
  instanceVertices[offset + 22] = rotationOverLifetime._rotationRand.random();
@@ -41901,6 +42676,21 @@ __decorate$1([
41901
42676
  out.transform(rotateMat);
41902
42677
  min.add(worldOffsetMin);
41903
42678
  max.add(worldOffsetMax);
42679
+ // Noise module impact: noise output is normalized to [-1, 1],
42680
+ // max displacement = |strength_max|
42681
+ var noise = this.noise;
42682
+ if (noise.enabled) {
42683
+ var noiseMaxX, noiseMaxY, noiseMaxZ;
42684
+ if (noise.separateAxes) {
42685
+ noiseMaxX = Math.abs(noise.strengthX._getMax());
42686
+ noiseMaxY = Math.abs(noise.strengthY._getMax());
42687
+ noiseMaxZ = Math.abs(noise.strengthZ._getMax());
42688
+ } else {
42689
+ noiseMaxX = noiseMaxY = noiseMaxZ = Math.abs(noise.strengthX._getMax());
42690
+ }
42691
+ min.set(min.x - noiseMaxX, min.y - noiseMaxY, min.z - noiseMaxZ);
42692
+ max.set(max.x + noiseMaxX, max.y + noiseMaxY, max.z + noiseMaxZ);
42693
+ }
41904
42694
  min.add(worldPosition);
41905
42695
  max.add(worldPosition);
41906
42696
  };
@@ -41998,6 +42788,9 @@ __decorate$1([
41998
42788
  __decorate$1([
41999
42789
  deepClone
42000
42790
  ], ParticleGenerator.prototype, "textureSheetAnimation", void 0);
42791
+ __decorate$1([
42792
+ deepClone
42793
+ ], ParticleGenerator.prototype, "noise", void 0);
42001
42794
  __decorate$1([
42002
42795
  ignoreClone
42003
42796
  ], ParticleGenerator.prototype, "_playTime", void 0);
@@ -44191,6 +44984,7 @@ var CoreObjects = /*#__PURE__*/Object.freeze({
44191
44984
  MeshShape: MeshShape,
44192
44985
  MeshTopology: MeshTopology,
44193
44986
  ModelMesh: ModelMesh,
44987
+ NoiseModule: NoiseModule,
44194
44988
  OverflowMode: OverflowMode,
44195
44989
  PBRMaterial: PBRMaterial,
44196
44990
  ParticleCompositeCurve: ParticleCompositeCurve,
@@ -45381,7 +46175,7 @@ var GLBuffer = /*#__PURE__*/ function() {
45381
46175
  };
45382
46176
  case TextureFormat.ETC2_RGBA5:
45383
46177
  return {
45384
- internalFormat: GLCompressedTextureInternalFormat.RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
46178
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GLCompressedTextureInternalFormat.RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
45385
46179
  isCompressed: true
45386
46180
  };
45387
46181
  case TextureFormat.ETC2_RGBA8:
@@ -45416,27 +46210,27 @@ var GLBuffer = /*#__PURE__*/ function() {
45416
46210
  };
45417
46211
  case TextureFormat.ASTC_5x5:
45418
46212
  return {
45419
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_5X5_KHR,
46213
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_5X5_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_5X5_KHR,
45420
46214
  isCompressed: true
45421
46215
  };
45422
46216
  case TextureFormat.ASTC_6x6:
45423
46217
  return {
45424
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_6X6_KHR,
46218
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_6X6_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_6X6_KHR,
45425
46219
  isCompressed: true
45426
46220
  };
45427
46221
  case TextureFormat.ASTC_8x8:
45428
46222
  return {
45429
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_8X8_KHR,
46223
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_8X8_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_8X8_KHR,
45430
46224
  isCompressed: true
45431
46225
  };
45432
46226
  case TextureFormat.ASTC_10x10:
45433
46227
  return {
45434
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_10X10_KHR,
46228
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_10X10_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_10X10_KHR,
45435
46229
  isCompressed: true
45436
46230
  };
45437
46231
  case TextureFormat.ASTC_12x12:
45438
46232
  return {
45439
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_12X12_KHR,
46233
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_12X12_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_12X12_KHR,
45440
46234
  isCompressed: true
45441
46235
  };
45442
46236
  case TextureFormat.Depth:
@@ -47711,11 +48505,189 @@ var ReflectionParser = /*#__PURE__*/ function() {
47711
48505
  };
47712
48506
  return ReflectionParser;
47713
48507
  }();
47714
- var Texture2DDecoder = /*#__PURE__*/ function() {
48508
+ /**
48509
+ * HDR (Radiance RGBE) image decoder.
48510
+ *
48511
+ * Decodes .hdr files into pixel data. Supports parsing the header
48512
+ * and decoding RLE-compressed RGBE scanlines into R16G16B16A16 half-float pixels.
48513
+ */ var HDRDecoder = /*#__PURE__*/ function() {
48514
+ function HDRDecoder() {}
48515
+ /**
48516
+ * Parse the header of an HDR file.
48517
+ * @returns Header info including width, height, and data start position.
48518
+ */ HDRDecoder.parseHeader = function parseHeader(uint8array) {
48519
+ var line = this._readStringLine(uint8array, 0);
48520
+ if (line[0] !== "#" || line[1] !== "?") {
48521
+ throw "HDRDecoder: invalid file header";
48522
+ }
48523
+ var endOfHeader = false;
48524
+ var findFormat = false;
48525
+ var lineIndex = 0;
48526
+ do {
48527
+ lineIndex += line.length + 1;
48528
+ line = this._readStringLine(uint8array, lineIndex);
48529
+ if (line === "FORMAT=32-bit_rle_rgbe") findFormat = true;
48530
+ else if (line.length === 0) endOfHeader = true;
48531
+ }while (!endOfHeader);
48532
+ if (!findFormat) {
48533
+ throw "HDRDecoder: unsupported format, expected 32-bit_rle_rgbe";
48534
+ }
48535
+ lineIndex += line.length + 1;
48536
+ line = this._readStringLine(uint8array, lineIndex);
48537
+ var match = /^\-Y (.*) \+X (.*)$/g.exec(line);
48538
+ if (!match || match.length < 3) {
48539
+ throw "HDRDecoder: missing image size, only -Y +X layout is supported";
48540
+ }
48541
+ var width = parseInt(match[2]);
48542
+ var height = parseInt(match[1]);
48543
+ if (width < 8 || width > 0x7fff) {
48544
+ throw "HDRDecoder: unsupported image width, must be between 8 and 32767";
48545
+ }
48546
+ return {
48547
+ height: height,
48548
+ width: width,
48549
+ dataPosition: lineIndex + line.length + 1
48550
+ };
48551
+ };
48552
+ /**
48553
+ * Decode an HDR file buffer into R16G16B16A16 half-float pixel data.
48554
+ * @param buffer - The full HDR file as Uint8Array.
48555
+ * @returns Object with width, height, and half-float pixel data.
48556
+ */ HDRDecoder.decode = function decode(buffer) {
48557
+ var header = this.parseHeader(buffer);
48558
+ var width = header.width, height = header.height, dataPosition = header.dataPosition;
48559
+ var rgbe = this._readPixels(buffer.subarray(dataPosition), width, height);
48560
+ var pixels = this._rgbeToHalfFloat(rgbe, width, height);
48561
+ return {
48562
+ width: width,
48563
+ height: height,
48564
+ pixels: pixels
48565
+ };
48566
+ };
48567
+ /**
48568
+ * Convert RGBE pixel data to R16G16B16A16 half-float.
48569
+ */ HDRDecoder._rgbeToHalfFloat = function _rgbeToHalfFloat(rgbe, width, height) {
48570
+ var floatView = this._floatView;
48571
+ var uint32View = this._uint32View;
48572
+ var _this__float2HalfTables = this._float2HalfTables, baseTable = _this__float2HalfTables.baseTable, shiftTable = _this__float2HalfTables.shiftTable;
48573
+ var one = 0x3c00; // Half float 1.0
48574
+ var pixelCount = width * height;
48575
+ var result = new Uint16Array(pixelCount * 4);
48576
+ for(var i = 0; i < pixelCount; i++){
48577
+ var srcIdx = i * 4;
48578
+ var dstIdx = i * 4;
48579
+ var scaleFactor = Math.pow(2, rgbe[srcIdx + 3] - 128 - 8);
48580
+ for(var c = 0; c < 3; c++){
48581
+ floatView[0] = Math.min(rgbe[srcIdx + c] * scaleFactor, 65504);
48582
+ var f = uint32View[0];
48583
+ var e = f >> 23 & 0x1ff;
48584
+ result[dstIdx + c] = baseTable[e] + ((f & 0x007fffff) >> shiftTable[e]);
48585
+ }
48586
+ result[dstIdx + 3] = one;
48587
+ }
48588
+ return result;
48589
+ };
48590
+ /**
48591
+ * Decode RLE-compressed RGBE scanlines into raw RGBE pixel data.
48592
+ */ HDRDecoder._readPixels = function _readPixels(buffer, width, height) {
48593
+ var byteLength = buffer.byteLength;
48594
+ var dataRGBA = new Uint8Array(4 * width * height);
48595
+ var offset = 0;
48596
+ var pos = 0;
48597
+ var ptrEnd = 4 * width;
48598
+ var scanLineBuffer = new Uint8Array(ptrEnd);
48599
+ var numScanLines = height;
48600
+ while(numScanLines > 0 && pos < byteLength){
48601
+ var a = buffer[pos++];
48602
+ var b = buffer[pos++];
48603
+ var c = buffer[pos++];
48604
+ var d = buffer[pos++];
48605
+ if (a !== 2 || b !== 2 || c & 0x80 || width < 8 || width > 32767) return buffer;
48606
+ if ((c << 8 | d) !== width) throw "HDRDecoder: wrong scanline width";
48607
+ var ptr = 0;
48608
+ while(ptr < ptrEnd && pos < byteLength){
48609
+ var count = buffer[pos++];
48610
+ var isEncodedRun = count > 128;
48611
+ if (isEncodedRun) count -= 128;
48612
+ if (count === 0 || ptr + count > ptrEnd) throw "HDRDecoder: bad scanline data";
48613
+ if (isEncodedRun) {
48614
+ var byteValue = buffer[pos++];
48615
+ for(var i = 0; i < count; i++)scanLineBuffer[ptr++] = byteValue;
48616
+ } else {
48617
+ scanLineBuffer.set(buffer.subarray(pos, pos + count), ptr);
48618
+ ptr += count;
48619
+ pos += count;
48620
+ }
48621
+ }
48622
+ for(var i1 = 0; i1 < width; i1++, offset += 4){
48623
+ dataRGBA[offset] = scanLineBuffer[i1];
48624
+ dataRGBA[offset + 1] = scanLineBuffer[i1 + width];
48625
+ dataRGBA[offset + 2] = scanLineBuffer[i1 + width * 2];
48626
+ dataRGBA[offset + 3] = scanLineBuffer[i1 + width * 3];
48627
+ }
48628
+ numScanLines--;
48629
+ }
48630
+ return dataRGBA;
48631
+ };
48632
+ HDRDecoder._generateFloat2HalfTables = function _generateFloat2HalfTables() {
48633
+ var baseTable = new Uint32Array(512);
48634
+ var shiftTable = new Uint32Array(512);
48635
+ for(var i = 0; i < 256; ++i){
48636
+ var e = i - 127;
48637
+ if (e < -27) {
48638
+ baseTable[i] = 0x0000;
48639
+ baseTable[i | 0x100] = 0x8000;
48640
+ shiftTable[i] = 24;
48641
+ shiftTable[i | 0x100] = 24;
48642
+ } else if (e < -14) {
48643
+ baseTable[i] = 0x0400 >> -e - 14;
48644
+ baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000;
48645
+ shiftTable[i] = -e - 1;
48646
+ shiftTable[i | 0x100] = -e - 1;
48647
+ } else if (e <= 15) {
48648
+ baseTable[i] = e + 15 << 10;
48649
+ baseTable[i | 0x100] = e + 15 << 10 | 0x8000;
48650
+ shiftTable[i] = 13;
48651
+ shiftTable[i | 0x100] = 13;
48652
+ } else if (e < 128) {
48653
+ baseTable[i] = 0x7c00;
48654
+ baseTable[i | 0x100] = 0xfc00;
48655
+ shiftTable[i] = 24;
48656
+ shiftTable[i | 0x100] = 24;
48657
+ } else {
48658
+ baseTable[i] = 0x7c00;
48659
+ baseTable[i | 0x100] = 0xfc00;
48660
+ shiftTable[i] = 13;
48661
+ shiftTable[i | 0x100] = 13;
48662
+ }
48663
+ }
48664
+ return {
48665
+ baseTable: baseTable,
48666
+ shiftTable: shiftTable
48667
+ };
48668
+ };
48669
+ HDRDecoder._readStringLine = function _readStringLine(uint8array, startIndex) {
48670
+ var line = "";
48671
+ for(var i = startIndex, n = uint8array.length; i < n; i++){
48672
+ var character = String.fromCharCode(uint8array[i]);
48673
+ if (character === "\n") break;
48674
+ line += character;
48675
+ }
48676
+ return line;
48677
+ };
48678
+ return HDRDecoder;
48679
+ }();
48680
+ HDRDecoder._float2HalfTables = HDRDecoder._generateFloat2HalfTables();
48681
+ HDRDecoder._floatView = new Float32Array(1);
48682
+ HDRDecoder._uint32View = new Uint32Array(HDRDecoder._floatView.buffer);
48683
+ /**
48684
+ * Data format: [url] [mipmap(1B)] [filterMode(1B)] [anisoLevel(1B)] [wrapModeU(1B)] [wrapModeV(1B)]
48685
+ * [format(1B)] [width(2B)] [height(2B)] [isSRGBColorSpace(1B)] [Uint32(imageSize) + imageBytes]
48686
+ */ var Texture2DDecoder = /*#__PURE__*/ function() {
47715
48687
  function Texture2DDecoder() {}
47716
48688
  Texture2DDecoder.decode = function decode(engine, bufferReader, restoredTexture) {
47717
48689
  return new AssetPromise(function(resolve, reject) {
47718
- var url = bufferReader.nextStr();
48690
+ bufferReader.nextStr();
47719
48691
  var mipmap = !!bufferReader.nextUint8();
47720
48692
  var filterMode = bufferReader.nextUint8();
47721
48693
  var anisoLevel = bufferReader.nextUint8();
@@ -47724,58 +48696,34 @@ var Texture2DDecoder = /*#__PURE__*/ function() {
47724
48696
  var format = bufferReader.nextUint8();
47725
48697
  var width = bufferReader.nextUint16();
47726
48698
  var height = bufferReader.nextUint16();
47727
- var isPixelBuffer = bufferReader.nextUint8();
47728
48699
  var isSRGBColorSpace = !!bufferReader.nextUint8();
47729
- var mipCount = bufferReader.nextUint8();
47730
- var imagesData = bufferReader.nextImagesData(mipCount);
47731
- var texture2D = restoredTexture || new Texture2D(engine, width, height, format, mipmap, isSRGBColorSpace);
47732
- texture2D.filterMode = filterMode;
47733
- texture2D.anisoLevel = anisoLevel;
47734
- texture2D.wrapModeU = wrapModeU;
47735
- texture2D.wrapModeV = wrapModeV;
47736
- if (isPixelBuffer) {
47737
- var pixelBuffer = imagesData[0];
47738
- texture2D.setPixelBuffer(pixelBuffer);
47739
- if (mipmap) {
47740
- texture2D.generateMipmaps();
47741
- for(var i = 1; i < mipCount; i++){
47742
- var pixelBuffer1 = imagesData[i];
47743
- texture2D.setPixelBuffer(pixelBuffer1, i);
47744
- }
47745
- }
47746
- // @ts-ignore
47747
- engine.resourceManager._objectPool[url] = texture2D;
47748
- resolve(texture2D);
48700
+ var imageData = bufferReader.nextImagesData(1)[0];
48701
+ var isHDR = imageData[0] === 0x23 && imageData[1] === 0x3f;
48702
+ var textureFormat = isHDR ? TextureFormat.R16G16B16A16 : format;
48703
+ var texture = restoredTexture || new Texture2D(engine, width, height, textureFormat, mipmap, isHDR ? false : isSRGBColorSpace);
48704
+ texture.filterMode = filterMode;
48705
+ texture.anisoLevel = anisoLevel;
48706
+ texture.wrapModeU = wrapModeU;
48707
+ texture.wrapModeV = wrapModeV;
48708
+ if (isHDR) {
48709
+ var pixels = HDRDecoder.decode(imageData).pixels;
48710
+ texture.setPixelBuffer(pixels);
48711
+ mipmap && texture.generateMipmaps();
48712
+ resolve(texture);
47749
48713
  } else {
47750
- var blob = new window.Blob([
47751
- imagesData[0]
48714
+ var blob = new Blob([
48715
+ imageData
47752
48716
  ]);
47753
48717
  var img = new Image();
47754
48718
  img.onload = function() {
47755
- texture2D.setImageSource(img);
47756
- var completedCount = 0;
47757
- var onComplete = function onComplete() {
47758
- completedCount++;
47759
- if (completedCount >= mipCount) {
47760
- resolve(texture2D);
47761
- }
47762
- };
47763
- onComplete();
47764
- if (mipmap) {
47765
- var _loop = function _loop(i) {
47766
- var blob = new window.Blob([
47767
- imagesData[i]
47768
- ]);
47769
- var img = new Image();
47770
- img.onload = function() {
47771
- texture2D.setImageSource(img, i);
47772
- onComplete();
47773
- };
47774
- img.src = URL.createObjectURL(blob);
47775
- };
47776
- texture2D.generateMipmaps();
47777
- for(var i = 1; i < mipCount; i++)_loop(i);
47778
- }
48719
+ URL.revokeObjectURL(img.src);
48720
+ texture.setImageSource(img);
48721
+ mipmap && texture.generateMipmaps();
48722
+ resolve(texture);
48723
+ };
48724
+ img.onerror = function(e) {
48725
+ URL.revokeObjectURL(img.src);
48726
+ reject(e);
47779
48727
  };
47780
48728
  img.src = URL.createObjectURL(blob);
47781
48729
  }
@@ -47786,6 +48734,68 @@ var Texture2DDecoder = /*#__PURE__*/ function() {
47786
48734
  Texture2DDecoder = __decorate([
47787
48735
  decoder("Texture2D")
47788
48736
  ], Texture2DDecoder);
48737
+ /**
48738
+ * Data format: [url] [mipmap(1B)] [filterMode(1B)] [anisoLevel(1B)] [wrapModeU(1B)] [wrapModeV(1B)]
48739
+ * [format(1B)] [faceSize(2B)] [isSRGBColorSpace(1B)] [Uint32(size) + faceBytes] × 6
48740
+ */ var TextureCubeDecoder = /*#__PURE__*/ function() {
48741
+ function TextureCubeDecoder() {}
48742
+ TextureCubeDecoder.decode = function decode(engine, bufferReader, restoredTexture) {
48743
+ return new AssetPromise(function(resolve, reject) {
48744
+ bufferReader.nextStr();
48745
+ var mipmap = !!bufferReader.nextUint8();
48746
+ var filterMode = bufferReader.nextUint8();
48747
+ var anisoLevel = bufferReader.nextUint8();
48748
+ var wrapModeU = bufferReader.nextUint8();
48749
+ var wrapModeV = bufferReader.nextUint8();
48750
+ var format = bufferReader.nextUint8();
48751
+ var faceSize = bufferReader.nextUint16();
48752
+ var isSRGBColorSpace = !!bufferReader.nextUint8();
48753
+ var facesData = bufferReader.nextImagesData(6);
48754
+ // Detect format by first face's magic bytes
48755
+ var isHDR = facesData[0][0] === 0x23 && facesData[0][1] === 0x3f;
48756
+ var textureFormat = isHDR ? TextureFormat.R16G16B16A16 : format;
48757
+ var texture = restoredTexture || new TextureCube(engine, faceSize, textureFormat, mipmap, isSRGBColorSpace);
48758
+ texture.filterMode = filterMode;
48759
+ texture.anisoLevel = anisoLevel;
48760
+ texture.wrapModeU = wrapModeU;
48761
+ texture.wrapModeV = wrapModeV;
48762
+ if (isHDR) {
48763
+ for(var i = 0; i < 6; i++){
48764
+ var pixels = HDRDecoder.decode(facesData[i]).pixels;
48765
+ texture.setPixelBuffer(TextureCubeFace.PositiveX + i, pixels, 0);
48766
+ }
48767
+ mipmap && texture.generateMipmaps();
48768
+ resolve(texture);
48769
+ } else {
48770
+ var _loop = function _loop(i1) {
48771
+ var blob = new Blob([
48772
+ facesData[i1]
48773
+ ]);
48774
+ var img = new Image();
48775
+ img.onload = function() {
48776
+ URL.revokeObjectURL(img.src);
48777
+ texture.setImageSource(TextureCubeFace.PositiveX + i1, img);
48778
+ if (++loadedCount === 6) {
48779
+ mipmap && texture.generateMipmaps();
48780
+ resolve(texture);
48781
+ }
48782
+ };
48783
+ img.onerror = function(e) {
48784
+ URL.revokeObjectURL(img.src);
48785
+ reject(e);
48786
+ };
48787
+ img.src = URL.createObjectURL(blob);
48788
+ };
48789
+ var loadedCount = 0;
48790
+ for(var i1 = 0; i1 < 6; i1++)_loop(i1);
48791
+ }
48792
+ });
48793
+ };
48794
+ return TextureCubeDecoder;
48795
+ }();
48796
+ TextureCubeDecoder = __decorate([
48797
+ decoder("TextureCube")
48798
+ ], TextureCubeDecoder);
47789
48799
  function _instanceof1(left, right) {
47790
48800
  if (right != null && typeof Symbol !== "undefined" && right[Symbol.hasInstance]) {
47791
48801
  return !!right[Symbol.hasInstance](left);
@@ -50356,11 +51366,13 @@ function registerGLTFParser(pipeline) {
50356
51366
  });
50357
51367
  var img = new Image();
50358
51368
  img.onerror = function() {
51369
+ URL.revokeObjectURL(img.src);
50359
51370
  reject(new Error("Failed to load image buffer"));
50360
51371
  };
50361
51372
  img.onload = function() {
50362
51373
  // Call requestAnimationFrame to avoid iOS's bug.
50363
51374
  requestAnimationFrame(function() {
51375
+ URL.revokeObjectURL(img.src);
50364
51376
  resolve(img);
50365
51377
  img.onload = null;
50366
51378
  img.onerror = null;
@@ -51478,16 +52490,11 @@ var GLTFSceneParser = /*#__PURE__*/ function(GLTFParser1) {
51478
52490
  var isDefaultScene = scene === index;
51479
52491
  var sceneNodes = sceneInfo.nodes || [];
51480
52492
  var sceneRoot;
51481
- if (sceneNodes.length === 1) {
51482
- sceneRoot = context.get(GLTFParserType.Entity, sceneNodes[0]);
51483
- } else {
51484
- sceneRoot = new Entity(engine, "GLTF_ROOT");
51485
- // @ts-ignore
51486
- sceneRoot._markAsTemplate(glTFResource);
51487
- for(var i = 0; i < sceneNodes.length; i++){
51488
- var childEntity = context.get(GLTFParserType.Entity, sceneNodes[i]);
51489
- sceneRoot.addChild(childEntity);
51490
- }
52493
+ sceneRoot = new Entity(engine, "GLTF_ROOT");
52494
+ // @ts-ignore
52495
+ sceneRoot._markAsTemplate(glTFResource);
52496
+ for(var i = 0; i < sceneNodes.length; i++){
52497
+ sceneRoot.addChild(context.get(GLTFParserType.Entity, sceneNodes[i]));
51491
52498
  }
51492
52499
  if (isDefaultScene) {
51493
52500
  glTFResource._defaultSceneRoot = sceneRoot;
@@ -51778,7 +52785,7 @@ var GLTFTextureParser = /*#__PURE__*/ function(GLTFParser1) {
51778
52785
  if (uri) {
51779
52786
  var extIndex = uri.lastIndexOf(".");
51780
52787
  var ext = uri.substring(extIndex + 1);
51781
- var type = ext.startsWith("ktx") ? AssetType.KTX : AssetType.Texture2D;
52788
+ var type = ext.startsWith("ktx") ? AssetType.KTX : AssetType.Texture;
51782
52789
  texture = engine.resourceManager.load({
51783
52790
  url: Utils.resolveAbsoluteUrl(url, uri),
51784
52791
  type: type,
@@ -52635,7 +53642,7 @@ var SpriteAtlasLoader = /*#__PURE__*/ function(Loader) {
52635
53642
  var _atlasItem_type;
52636
53643
  chainPromises.push(resourceManager.load({
52637
53644
  url: Utils.resolveAbsoluteUrl(item.url, atlasItem.img),
52638
- type: (_atlasItem_type = atlasItem.type) != null ? _atlasItem_type : AssetType.Texture2D,
53645
+ type: (_atlasItem_type = atlasItem.type) != null ? _atlasItem_type : AssetType.Texture,
52639
53646
  params: {
52640
53647
  format: format,
52641
53648
  mipmap: mipmap
@@ -52770,26 +53777,12 @@ TextLoader = __decorate([
52770
53777
  "txt"
52771
53778
  ])
52772
53779
  ], TextLoader);
52773
- function loadImageFromBuffer(buffer) {
52774
- return new AssetPromise(function(resolve, reject) {
52775
- var blob = new Blob([
52776
- buffer
52777
- ]);
52778
- var img = new Image();
52779
- img.onload = function() {
52780
- URL.revokeObjectURL(img.src);
52781
- resolve(img);
52782
- };
52783
- img.onerror = reject;
52784
- img.src = URL.createObjectURL(blob);
52785
- });
52786
- }
52787
- var Texture2DLoader = /*#__PURE__*/ function(Loader) {
52788
- _inherits(Texture2DLoader, Loader);
52789
- function Texture2DLoader() {
53780
+ var TextureLoader = /*#__PURE__*/ function(Loader) {
53781
+ _inherits(TextureLoader, Loader);
53782
+ function TextureLoader() {
52790
53783
  return Loader.apply(this, arguments) || this;
52791
53784
  }
52792
- var _proto = Texture2DLoader.prototype;
53785
+ var _proto = TextureLoader.prototype;
52793
53786
  _proto.load = function load(item, resourceManager) {
52794
53787
  var _this = this;
52795
53788
  var url = item.url;
@@ -52799,427 +53792,136 @@ var Texture2DLoader = /*#__PURE__*/ function(Loader) {
52799
53792
  return new AssetPromise(function(resolve, reject, setTaskCompleteProgress, setTaskDetailProgress) {
52800
53793
  resourceManager // @ts-ignore
52801
53794
  ._request(url, requestConfig).onProgress(setTaskCompleteProgress, setTaskDetailProgress).then(function(buffer) {
52802
- if (FileHeader.checkMagic(buffer)) {
52803
- decode(buffer, resourceManager.engine).then(function(texture) {
52804
- resourceManager.addContentRestorer(new Texture2DContentRestorer(texture, url, requestConfig));
52805
- resolve(texture);
52806
- }, reject);
52807
- } else {
52808
- loadImageFromBuffer(buffer).then(function(img) {
52809
- var texture = _this._createTexture(img, item, resourceManager);
52810
- resourceManager.addContentRestorer(new Texture2DContentRestorer(texture, url, requestConfig));
52811
- resolve(texture);
52812
- }, reject);
52813
- }
53795
+ _this._decode(buffer, item, resourceManager).then(function(texture) {
53796
+ resourceManager.addContentRestorer(new TextureContentRestorer(texture, url, requestConfig));
53797
+ resolve(texture);
53798
+ }, reject);
52814
53799
  }).catch(reject);
52815
53800
  });
52816
53801
  };
52817
- _proto._createTexture = function _createTexture(img, item, resourceManager) {
53802
+ _proto._decode = function _decode(buffer, item, resourceManager) {
53803
+ if (FileHeader.checkMagic(buffer)) {
53804
+ return decode(buffer, resourceManager.engine);
53805
+ }
53806
+ var bufferView = new Uint8Array(buffer);
53807
+ var isHDR = bufferView[0] === 0x23 && bufferView[1] === 0x3f;
53808
+ if (isHDR) {
53809
+ return this._decodeHDR(bufferView, item, resourceManager);
53810
+ }
53811
+ return this._decodeImage(buffer, item, resourceManager);
53812
+ };
53813
+ _proto._decodeHDR = function _decodeHDR(buffer, item, resourceManager) {
53814
+ var _this = this;
53815
+ return new AssetPromise(function(resolve, reject) {
53816
+ var engine = resourceManager.engine;
53817
+ if (!SystemInfo.supportsTextureFormat(engine, TextureFormat.R16G16B16A16)) {
53818
+ reject(new Error("TextureLoader: HDR texture requires half float support."));
53819
+ return;
53820
+ }
53821
+ var _HDRDecoder_decode = HDRDecoder.decode(buffer), width = _HDRDecoder_decode.width, height = _HDRDecoder_decode.height, pixels = _HDRDecoder_decode.pixels;
53822
+ var _item_params;
53823
+ var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap;
53824
+ var texture = new Texture2D(engine, width, height, TextureFormat.R16G16B16A16, mipmap, false);
53825
+ texture.setPixelBuffer(pixels);
53826
+ mipmap && texture.generateMipmaps();
53827
+ _this._applyParams(texture, item);
53828
+ resolve(texture);
53829
+ });
53830
+ };
53831
+ _proto._decodeImage = function _decodeImage(buffer, item, resourceManager) {
53832
+ var _this = this;
53833
+ return new AssetPromise(function(resolve, reject) {
53834
+ var blob = new Blob([
53835
+ buffer
53836
+ ]);
53837
+ var img = new Image();
53838
+ img.onload = function() {
53839
+ URL.revokeObjectURL(img.src);
53840
+ var _item_params;
53841
+ var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_format = _ref.format, format = _ref_format === void 0 ? TextureFormat.R8G8B8A8 : _ref_format, _ref_isSRGBColorSpace = _ref.isSRGBColorSpace, isSRGBColorSpace = _ref_isSRGBColorSpace === void 0 ? true : _ref_isSRGBColorSpace, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap;
53842
+ var engine = resourceManager.engine;
53843
+ var width = img.width, height = img.height;
53844
+ var generateMipmap = TextureUtils.supportGenerateMipmapsWithCorrection(engine, width, height, format, mipmap, isSRGBColorSpace);
53845
+ var texture = new Texture2D(engine, width, height, format, generateMipmap, isSRGBColorSpace);
53846
+ texture.setImageSource(img);
53847
+ generateMipmap && texture.generateMipmaps();
53848
+ _this._applyParams(texture, item);
53849
+ resolve(texture);
53850
+ };
53851
+ img.onerror = function(e) {
53852
+ URL.revokeObjectURL(img.src);
53853
+ reject(e);
53854
+ };
53855
+ img.src = URL.createObjectURL(blob);
53856
+ });
53857
+ };
53858
+ _proto._applyParams = function _applyParams(texture, item) {
52818
53859
  var _item_params;
52819
- var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_format = _ref.format, format = _ref_format === void 0 ? TextureFormat.R8G8B8A8 : _ref_format, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode, _ref_isSRGBColorSpace = _ref.isSRGBColorSpace, isSRGBColorSpace = _ref_isSRGBColorSpace === void 0 ? true : _ref_isSRGBColorSpace, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap;
52820
- var width = img.width, height = img.height;
52821
- var engine = resourceManager.engine;
52822
- var generateMipmap = TextureUtils.supportGenerateMipmapsWithCorrection(engine, width, height, format, mipmap, isSRGBColorSpace);
52823
- var texture = new Texture2D(engine, width, height, format, generateMipmap, isSRGBColorSpace);
53860
+ var _ref = (_item_params = item.params) != null ? _item_params : {}, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode;
52824
53861
  texture.anisoLevel = anisoLevel != null ? anisoLevel : texture.anisoLevel;
52825
53862
  texture.filterMode = filterMode != null ? filterMode : texture.filterMode;
52826
53863
  texture.wrapModeU = wrapModeU != null ? wrapModeU : texture.wrapModeU;
52827
53864
  texture.wrapModeV = wrapModeV != null ? wrapModeV : texture.wrapModeV;
52828
- texture.setImageSource(img);
52829
- generateMipmap && texture.generateMipmaps();
52830
53865
  var url = item.url;
52831
53866
  if (url.indexOf("data:") !== 0) {
52832
53867
  texture.name = url.substring(url.lastIndexOf("/") + 1);
52833
53868
  }
52834
- return texture;
52835
53869
  };
52836
- return Texture2DLoader;
53870
+ return TextureLoader;
52837
53871
  }(Loader);
52838
- Texture2DLoader = __decorate([
52839
- resourceLoader(AssetType.Texture2D, [
53872
+ TextureLoader = __decorate([
53873
+ resourceLoader(AssetType.Texture, [
53874
+ "tex",
52840
53875
  "png",
52841
53876
  "jpg",
52842
53877
  "webp",
52843
53878
  "jpeg",
52844
- "tex"
53879
+ "hdr"
52845
53880
  ])
52846
- ], Texture2DLoader);
52847
- var Texture2DContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
52848
- _inherits(Texture2DContentRestorer, ContentRestorer);
52849
- function Texture2DContentRestorer(resource, url, requestConfig) {
53881
+ ], TextureLoader);
53882
+ var TextureContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
53883
+ _inherits(TextureContentRestorer, ContentRestorer);
53884
+ function TextureContentRestorer(resource, url, requestConfig) {
52850
53885
  var _this;
52851
53886
  _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
52852
53887
  return _this;
52853
53888
  }
52854
- var _proto = Texture2DContentRestorer.prototype;
53889
+ var _proto = TextureContentRestorer.prototype;
52855
53890
  _proto.restoreContent = function restoreContent() {
52856
- var texture = this.resource;
52857
- var engine = texture.engine;
52858
- return engine.resourceManager // @ts-ignore
53891
+ var _this = this;
53892
+ return this.resource.engine.resourceManager // @ts-ignore
52859
53893
  ._request(this.url, this.requestConfig).then(function(buffer) {
52860
53894
  if (FileHeader.checkMagic(buffer)) {
52861
- return decode(buffer, engine, texture);
52862
- } else {
52863
- return loadImageFromBuffer(buffer).then(function(img) {
52864
- texture.setImageSource(img);
52865
- texture.generateMipmaps();
52866
- return texture;
52867
- });
52868
- }
52869
- });
52870
- };
52871
- return Texture2DContentRestorer;
52872
- }(ContentRestorer);
52873
- /**
52874
- * HDR panorama to cubemap decoder.
52875
- */ var HDRDecoder = /*#__PURE__*/ function() {
52876
- function HDRDecoder() {}
52877
- HDRDecoder.parseHeader = function parseHeader(uint8array) {
52878
- var line = this._readStringLine(uint8array, 0);
52879
- if (line[0] !== "#" || line[1] !== "?") {
52880
- throw "HDRDecoder: invalid file header";
52881
- }
52882
- var endOfHeader = false;
52883
- var findFormat = false;
52884
- var lineIndex = 0;
52885
- do {
52886
- lineIndex += line.length + 1;
52887
- line = this._readStringLine(uint8array, lineIndex);
52888
- if (line === "FORMAT=32-bit_rle_rgbe") findFormat = true;
52889
- else if (line.length === 0) endOfHeader = true;
52890
- }while (!endOfHeader);
52891
- if (!findFormat) {
52892
- throw "HDRDecoder: unsupported format, expected 32-bit_rle_rgbe";
52893
- }
52894
- lineIndex += line.length + 1;
52895
- line = this._readStringLine(uint8array, lineIndex);
52896
- var match = /^\-Y (.*) \+X (.*)$/g.exec(line);
52897
- if (!match || match.length < 3) {
52898
- throw "HDRDecoder: missing image size, only -Y +X layout is supported";
52899
- }
52900
- var width = parseInt(match[2]);
52901
- var height = parseInt(match[1]);
52902
- if (width < 8 || width > 0x7fff) {
52903
- throw "HDRDecoder: unsupported image width, must be between 8 and 32767";
52904
- }
52905
- return {
52906
- height: height,
52907
- width: width,
52908
- dataPosition: lineIndex + line.length + 1
52909
- };
52910
- };
52911
- HDRDecoder.decodeFaces = function decodeFaces(bufferArray, header, onFace) {
52912
- var width = header.width, height = header.height, dataPosition = header.dataPosition;
52913
- var cubeSize = height >> 1;
52914
- var pixels = HDRDecoder._readPixels(bufferArray.subarray(dataPosition), width, height);
52915
- var faces = HDRDecoder._faces;
52916
- var faceBuffer = new Uint16Array(cubeSize * cubeSize * 4);
52917
- for(var faceIndex = 0; faceIndex < 6; faceIndex++){
52918
- HDRDecoder._createCubemapData(cubeSize, faces[faceIndex], pixels, width, height, faceBuffer);
52919
- onFace(faceIndex, faceBuffer);
52920
- }
52921
- };
52922
- HDRDecoder._generateFloat2HalfTables = function _generateFloat2HalfTables() {
52923
- var baseTable = new Uint32Array(512);
52924
- var shiftTable = new Uint32Array(512);
52925
- for(var i = 0; i < 256; ++i){
52926
- var e = i - 127;
52927
- if (e < -27) {
52928
- baseTable[i] = 0x0000;
52929
- baseTable[i | 0x100] = 0x8000;
52930
- shiftTable[i] = 24;
52931
- shiftTable[i | 0x100] = 24;
52932
- } else if (e < -14) {
52933
- baseTable[i] = 0x0400 >> -e - 14;
52934
- baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000;
52935
- shiftTable[i] = -e - 1;
52936
- shiftTable[i | 0x100] = -e - 1;
52937
- } else if (e <= 15) {
52938
- baseTable[i] = e + 15 << 10;
52939
- baseTable[i | 0x100] = e + 15 << 10 | 0x8000;
52940
- shiftTable[i] = 13;
52941
- shiftTable[i | 0x100] = 13;
52942
- } else if (e < 128) {
52943
- baseTable[i] = 0x7c00;
52944
- baseTable[i | 0x100] = 0xfc00;
52945
- shiftTable[i] = 24;
52946
- shiftTable[i | 0x100] = 24;
52947
- } else {
52948
- baseTable[i] = 0x7c00;
52949
- baseTable[i | 0x100] = 0xfc00;
52950
- shiftTable[i] = 13;
52951
- shiftTable[i | 0x100] = 13;
52952
- }
52953
- }
52954
- return {
52955
- baseTable: baseTable,
52956
- shiftTable: shiftTable
52957
- };
52958
- };
52959
- HDRDecoder._createCubemapData = function _createCubemapData(texSize, face, pixels, inputWidth, inputHeight, facePixels) {
52960
- var invSize = 1 / texSize;
52961
- var rotDX1X = (face[3] - face[0]) * invSize;
52962
- var rotDX1Y = (face[4] - face[1]) * invSize;
52963
- var rotDX1Z = (face[5] - face[2]) * invSize;
52964
- var rotDX2X = (face[9] - face[6]) * invSize;
52965
- var rotDX2Y = (face[10] - face[7]) * invSize;
52966
- var rotDX2Z = (face[11] - face[8]) * invSize;
52967
- var floatView = HDRDecoder._floatView;
52968
- var uint32View = HDRDecoder._uint32View;
52969
- var _HDRDecoder__float2HalfTables = HDRDecoder._float2HalfTables, baseTable = _HDRDecoder__float2HalfTables.baseTable, shiftTable = _HDRDecoder__float2HalfTables.shiftTable;
52970
- var one = HDRDecoder._one;
52971
- var fy = 0;
52972
- for(var y = 0; y < texSize; y++){
52973
- var xv1X = face[0], xv1Y = face[1], xv1Z = face[2];
52974
- var xv2X = face[6], xv2Y = face[7], xv2Z = face[8];
52975
- for(var x = 0; x < texSize; x++){
52976
- var dirX = xv1X + (xv2X - xv1X) * fy;
52977
- var dirY = xv1Y + (xv2Y - xv1Y) * fy;
52978
- var dirZ = xv1Z + (xv2Z - xv1Z) * fy;
52979
- var invLen = 1 / Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ);
52980
- dirX *= invLen;
52981
- dirY *= invLen;
52982
- dirZ *= invLen;
52983
- var px = Math.round((Math.atan2(dirZ, dirX) / Math.PI * 0.5 + 0.5) * inputWidth);
52984
- if (px < 0) px = 0;
52985
- else if (px >= inputWidth) px = inputWidth - 1;
52986
- var py = Math.round(Math.acos(dirY) / Math.PI * inputHeight);
52987
- if (py < 0) py = 0;
52988
- else if (py >= inputHeight) py = inputHeight - 1;
52989
- var srcIndex = (inputHeight - py - 1) * inputWidth * 4 + px * 4;
52990
- var scaleFactor = Math.pow(2, pixels[srcIndex + 3] - 128) / 255;
52991
- var dstIndex = y * texSize * 4 + x * 4;
52992
- for(var c = 0; c < 3; c++){
52993
- // Clamp to half-float max (65504) to prevent Infinity in R16G16B16A16
52994
- floatView[0] = Math.min(pixels[srcIndex + c] * scaleFactor, 65504);
52995
- var f = uint32View[0];
52996
- var e = f >> 23 & 0x1ff;
52997
- facePixels[dstIndex + c] = baseTable[e] + ((f & 0x007fffff) >> shiftTable[e]);
52998
- }
52999
- facePixels[dstIndex + 3] = one;
53000
- xv1X += rotDX1X;
53001
- xv1Y += rotDX1Y;
53002
- xv1Z += rotDX1Z;
53003
- xv2X += rotDX2X;
53004
- xv2Y += rotDX2Y;
53005
- xv2Z += rotDX2Z;
53006
- }
53007
- fy += invSize;
53008
- }
53009
- };
53010
- HDRDecoder._readStringLine = function _readStringLine(uint8array, startIndex) {
53011
- var line = "";
53012
- for(var i = startIndex, n = uint8array.length; i < n; i++){
53013
- var character = String.fromCharCode(uint8array[i]);
53014
- if (character === "\n") break;
53015
- line += character;
53016
- }
53017
- return line;
53018
- };
53019
- HDRDecoder._readPixels = function _readPixels(buffer, width, height) {
53020
- var byteLength = buffer.byteLength;
53021
- var dataRGBA = new Uint8Array(4 * width * height);
53022
- var offset = 0;
53023
- var pos = 0;
53024
- var ptrEnd = 4 * width;
53025
- var scanLineBuffer = new Uint8Array(ptrEnd);
53026
- var numScanLines = height;
53027
- while(numScanLines > 0 && pos < byteLength){
53028
- var a = buffer[pos++];
53029
- var b = buffer[pos++];
53030
- var c = buffer[pos++];
53031
- var d = buffer[pos++];
53032
- if (a !== 2 || b !== 2 || c & 0x80 || width < 8 || width > 32767) return buffer;
53033
- if ((c << 8 | d) !== width) throw "HDRDecoder: wrong scanline width";
53034
- var ptr = 0;
53035
- while(ptr < ptrEnd && pos < byteLength){
53036
- var count = buffer[pos++];
53037
- var isEncodedRun = count > 128;
53038
- if (isEncodedRun) count -= 128;
53039
- if (count === 0 || ptr + count > ptrEnd) throw "HDRDecoder: bad scanline data";
53040
- if (isEncodedRun) {
53041
- var byteValue = buffer[pos++];
53042
- for(var i = 0; i < count; i++)scanLineBuffer[ptr++] = byteValue;
53043
- } else {
53044
- scanLineBuffer.set(buffer.subarray(pos, pos + count), ptr);
53045
- ptr += count;
53046
- pos += count;
53047
- }
53048
- }
53049
- for(var i1 = 0; i1 < width; i1++, offset += 4){
53050
- dataRGBA[offset] = scanLineBuffer[i1];
53051
- dataRGBA[offset + 1] = scanLineBuffer[i1 + width];
53052
- dataRGBA[offset + 2] = scanLineBuffer[i1 + width * 2];
53053
- dataRGBA[offset + 3] = scanLineBuffer[i1 + width * 3];
53895
+ return decode(buffer, _this.resource.engine, _this.resource);
53896
+ }
53897
+ var bufferView = new Uint8Array(buffer);
53898
+ var texture = _this.resource;
53899
+ if (bufferView[0] === 0x23 && bufferView[1] === 0x3f) {
53900
+ var pixels = HDRDecoder.decode(bufferView).pixels;
53901
+ texture.setPixelBuffer(pixels);
53902
+ texture.mipmapCount > 1 && texture.generateMipmaps();
53903
+ return texture;
53054
53904
  }
53055
- numScanLines--;
53056
- }
53057
- return dataRGBA;
53058
- };
53059
- return HDRDecoder;
53060
- }();
53061
- // Float32 to Float16 lookup tables (http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf)
53062
- HDRDecoder._float2HalfTables = HDRDecoder._generateFloat2HalfTables();
53063
- HDRDecoder._floatView = new Float32Array(1);
53064
- HDRDecoder._uint32View = new Uint32Array(HDRDecoder._floatView.buffer);
53065
- HDRDecoder._one = 0x3c00 // Half float for 1.0
53066
- ;
53067
- // prettier-ignore
53068
- HDRDecoder._faces = [
53069
- /* +X */ [
53070
- 1,
53071
- -1,
53072
- -1,
53073
- 1,
53074
- -1,
53075
- 1,
53076
- 1,
53077
- 1,
53078
- -1,
53079
- 1,
53080
- 1,
53081
- 1
53082
- ],
53083
- /* -X */ [
53084
- -1,
53085
- -1,
53086
- 1,
53087
- -1,
53088
- -1,
53089
- -1,
53090
- -1,
53091
- 1,
53092
- 1,
53093
- -1,
53094
- 1,
53095
- -1
53096
- ],
53097
- /* +Y */ [
53098
- -1,
53099
- -1,
53100
- 1,
53101
- 1,
53102
- -1,
53103
- 1,
53104
- -1,
53105
- -1,
53106
- -1,
53107
- 1,
53108
- -1,
53109
- -1
53110
- ],
53111
- /* -Y */ [
53112
- -1,
53113
- 1,
53114
- -1,
53115
- 1,
53116
- 1,
53117
- -1,
53118
- -1,
53119
- 1,
53120
- 1,
53121
- 1,
53122
- 1,
53123
- 1
53124
- ],
53125
- /* +Z */ [
53126
- -1,
53127
- -1,
53128
- -1,
53129
- 1,
53130
- -1,
53131
- -1,
53132
- -1,
53133
- 1,
53134
- -1,
53135
- 1,
53136
- 1,
53137
- -1
53138
- ],
53139
- /* -Z */ [
53140
- 1,
53141
- -1,
53142
- 1,
53143
- -1,
53144
- -1,
53145
- 1,
53146
- 1,
53147
- 1,
53148
- 1,
53149
- -1,
53150
- 1,
53151
- 1
53152
- ]
53153
- ];
53154
- var TextureCubeLoader = /*#__PURE__*/ function(Loader) {
53155
- _inherits(TextureCubeLoader, Loader);
53156
- function TextureCubeLoader() {
53157
- return Loader.apply(this, arguments) || this;
53158
- }
53159
- var _proto = TextureCubeLoader.prototype;
53160
- _proto.load = function load(item, resourceManager) {
53161
- return new AssetPromise(function(resolve, reject) {
53162
- var engine = resourceManager.engine;
53163
- var url = item.url;
53164
- var requestConfig = _extends({}, item, {
53165
- type: "arraybuffer"
53905
+ return new AssetPromise(function(resolve, reject) {
53906
+ var blob = new Blob([
53907
+ buffer
53908
+ ]);
53909
+ var img = new Image();
53910
+ img.onload = function() {
53911
+ URL.revokeObjectURL(img.src);
53912
+ texture.setImageSource(img);
53913
+ texture.mipmapCount > 1 && texture.generateMipmaps();
53914
+ resolve(texture);
53915
+ };
53916
+ img.onerror = function(e) {
53917
+ URL.revokeObjectURL(img.src);
53918
+ reject(e);
53919
+ };
53920
+ img.src = URL.createObjectURL(blob);
53166
53921
  });
53167
- resourceManager // @ts-ignore
53168
- ._request(url, requestConfig).then(function(buffer) {
53169
- if (!SystemInfo.supportsTextureFormat(engine, TextureFormat.R16G16B16A16)) {
53170
- reject(new Error("TextureCubeLoader: HDR texture requires half float support."));
53171
- return;
53172
- }
53173
- var _item_params;
53174
- var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode;
53175
- var bufferArray = new Uint8Array(buffer);
53176
- var header = HDRDecoder.parseHeader(bufferArray);
53177
- var texture = new TextureCube(engine, header.height >> 1, TextureFormat.R16G16B16A16, mipmap, false);
53178
- HDRDecoder.decodeFaces(bufferArray, header, function(faceIndex, data) {
53179
- texture.setPixelBuffer(TextureCubeFace.PositiveX + faceIndex, data, 0);
53180
- });
53181
- texture.generateMipmaps();
53182
- texture.anisoLevel = anisoLevel != null ? anisoLevel : texture.anisoLevel;
53183
- texture.filterMode = filterMode != null ? filterMode : texture.filterMode;
53184
- texture.wrapModeU = wrapModeU != null ? wrapModeU : texture.wrapModeU;
53185
- texture.wrapModeV = wrapModeV != null ? wrapModeV : texture.wrapModeV;
53186
- resourceManager.addContentRestorer(new HDRContentRestorer(texture, url, requestConfig));
53187
- resolve(texture);
53188
- }).catch(reject);
53189
- });
53190
- };
53191
- return TextureCubeLoader;
53192
- }(Loader);
53193
- TextureCubeLoader = __decorate([
53194
- resourceLoader(AssetType.TextureCube, [
53195
- "texCube",
53196
- "hdr"
53197
- ])
53198
- ], TextureCubeLoader);
53199
- var HDRContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
53200
- _inherits(HDRContentRestorer, ContentRestorer);
53201
- function HDRContentRestorer(resource, url, requestConfig) {
53202
- var _this;
53203
- _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
53204
- return _this;
53205
- }
53206
- var _proto = HDRContentRestorer.prototype;
53207
- _proto.restoreContent = function restoreContent() {
53208
- var _this = this;
53209
- return new AssetPromise(function(resolve, reject) {
53210
- var resource = _this.resource;
53211
- resource.engine.resourceManager // @ts-ignore
53212
- ._request(_this.url, _this.requestConfig).then(function(buffer) {
53213
- var bufferArray = new Uint8Array(buffer);
53214
- HDRDecoder.decodeFaces(bufferArray, HDRDecoder.parseHeader(bufferArray), function(faceIndex, data) {
53215
- resource.setPixelBuffer(TextureCubeFace.PositiveX + faceIndex, data, 0);
53216
- });
53217
- resource.generateMipmaps();
53218
- resolve(resource);
53219
- }).catch(reject);
53220
53922
  });
53221
53923
  };
53222
- return HDRContentRestorer;
53924
+ return TextureContentRestorer;
53223
53925
  }(ContentRestorer);
53224
53926
  var AudioLoader = /*#__PURE__*/ function(Loader) {
53225
53927
  _inherits(AudioLoader, Loader);
@@ -53315,6 +54017,15 @@ var ShaderLoader = /*#__PURE__*/ function(Loader) {
53315
54017
  _proto.load = function load(item, resourceManager) {
53316
54018
  var _this = this;
53317
54019
  var url = item.url;
54020
+ if (url.endsWith(".gsp")) {
54021
+ // @ts-ignore
54022
+ return resourceManager._request(url, _extends({}, item, {
54023
+ type: "json"
54024
+ })).then(function(data) {
54025
+ // @ts-ignore - _createFromPrecompiled is @internal
54026
+ return Shader._createFromPrecompiled(data);
54027
+ });
54028
+ }
53318
54029
  // @ts-ignore
53319
54030
  return resourceManager._request(url, _extends({}, item, {
53320
54031
  type: "text"
@@ -53338,8 +54049,7 @@ var ShaderLoader = /*#__PURE__*/ function(Loader) {
53338
54049
  ShaderLoader._builtinRegex = /^\s*\/\/\s*@builtin\s+(\w+)/;
53339
54050
  ShaderLoader = __decorate([
53340
54051
  resourceLoader(AssetType.Shader, [
53341
- "gs",
53342
- "gsl"
54052
+ "shader"
53343
54053
  ])
53344
54054
  ], ShaderLoader);
53345
54055
  var PhysicsMaterialLoader = /*#__PURE__*/ function(Loader) {
@@ -54050,11 +54760,11 @@ EXT_texture_webp = __decorate([
54050
54760
  ], EXT_texture_webp);
54051
54761
 
54052
54762
  //@ts-ignore
54053
- var version = "2.0.0-alpha.24";
54763
+ var version = "2.0.0-alpha.26";
54054
54764
  console.log("Galacean Engine Version: " + version);
54055
54765
  for(var key in CoreObjects){
54056
54766
  Loader.registerClass(key, CoreObjects[key]);
54057
54767
  }
54058
54768
 
54059
- export { AccessorType, AmbientLight, AmbientOcclusion, AmbientOcclusionQuality, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationClipDecoder, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AntiAliasing, AssetPromise, AssetType, AudioClip, AudioManager, AudioSource, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BatchUtils, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, Blitter, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoundingBox, BoundingFrustum, BoundingSphere, BoxColliderShape, BoxShape, Buffer, BufferAsset, BufferBindFlag, BufferInfo, BufferMesh, BufferReader, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraModifyFlags, CameraType$1 as CameraType, Canvas, CapsuleColliderShape, CharRenderInfo, CharacterController, CircleShape, ClearableObjectPool, CloneManager, CloneUtils, Collider, ColliderShape, ColliderShapeUpAxis, Collision, CollisionDetectionMode, CollisionUtil, Color, ColorOverLifetimeModule, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContactPoint, ContainmentType, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EntityModifyFlags, EventDispatcher, FileHeader, FinalPass, FixedJoint, FogMode, Font, FontStyle, FrustumFace, GLCapabilityType, GLCompressedTextureInternalFormat, GLTFAnimationParser, GLTFAnimatorControllerParser, GLTFBufferParser, GLTFBufferViewParser, GLTFEntityParser, GLTFExtensionMode, GLTFExtensionParser, GLTFLoader, GLTFMaterialParser, GLTFMeshParser, GLTFParser, GLTFParserContext, GLTFParserType, GLTFResource, GLTFSceneParser, GLTFSchemaParser, GLTFSkinParser, GLTFTextureParser, GLTFUtils, GLTFValidator, GradientAlphaKey, GradientColorKey, HDRDecoder, HemisphereShape, HierarchyParser, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolableValueType, InterpolationType, JSONAsset, Joint, JointLimits, JointMotor, KTX2Loader, KTX2TargetFormat, Keyframe, Keys, Layer, LayerPathMask, Light, LimitVelocityOverLifetimeModule, Loader, Logger, MSAASamples, MainModule, Material, MaterialLoaderType, MathUtil, Matrix, Matrix3x3, Mesh, MeshColliderShape, MeshColliderShapeCookingFlag, MeshDecoder, MeshRenderer, MeshShape, MeshTopology, ModelMesh, OverflowMode, PBRMaterial, ParserContext, ParserType, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, Plane, PlaneColliderShape, PlaneIntersectionType, Platform, PointLight, Pointer, PointerButton, PointerEventData, PointerEventEmitter, PointerPhase, PostProcess, PostProcessEffect, PostProcessEffectBoolParameter, PostProcessEffectColorParameter, PostProcessEffectEnumParameter, PostProcessEffectFloatParameter, PostProcessEffectParameter, PostProcessEffectTextureParameter, PostProcessEffectVector2Parameter, PostProcessEffectVector3Parameter, PostProcessEffectVector4Parameter, PostProcessManager, PostProcessPass, PostProcessPassEvent, PostProcessUberPass, PrefabResource, Primitive, PrimitiveMesh, Probe, Quaternion, Rand, RasterState, Ray, Rect, ReferResource, ReflectionParser, RefractionMode, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueFlags, RenderQueueType, RenderState, RenderStateElementKey, RenderTarget, RenderTargetBlendState, Renderer, RendererUpdateFlags, RenderingStatistics, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, SceneParser, Script, SetDataOptions, Shader, ShaderData, ShaderDataGroup, ShaderFactory, ShaderLanguage, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Signal, SimpleSpriteAssembler, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SlicedSpriteAssembler, SpecularMode, SphereColliderShape, SphereShape, SphericalHarmonics3, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteModifyFlags, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubFont, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextAsset, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, Texture2DDecoder, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureUtils, TextureWrapMode$1 as TextureWrapMode, TiledSpriteAssembler, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, TrailTextureMode, Transform, TransformModifyFlags, UnlitMaterial, Utils, Vector2, Vector3, Vector4, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WebCanvas, WebGLEngine, WebGLGraphicDevice, WebGLMode, WrapMode, XRManager, assignmentClone, decode, decoder, decoderMap, deepClone, dependentComponents, ignoreClone, parseSingleKTX, registerGLTFExtension, registerGLTFParser, registerPointerEventEmitter, request, resourceLoader, shallowClone, version };
54769
+ export { AccessorType, AmbientLight, AmbientOcclusion, AmbientOcclusionQuality, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationClipDecoder, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AntiAliasing, AssetPromise, AssetType, AudioClip, AudioManager, AudioSource, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BatchUtils, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, Blitter, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoundingBox, BoundingFrustum, BoundingSphere, BoxColliderShape, BoxShape, Buffer, BufferAsset, BufferBindFlag, BufferInfo, BufferMesh, BufferReader, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraModifyFlags, CameraType$1 as CameraType, Canvas, CapsuleColliderShape, CharRenderInfo, CharacterController, CircleShape, ClearableObjectPool, CloneManager, CloneUtils, Collider, ColliderShape, ColliderShapeUpAxis, Collision, CollisionDetectionMode, CollisionUtil, Color, ColorOverLifetimeModule, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContactPoint, ContainmentType, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EntityModifyFlags, EventDispatcher, FileHeader, FinalPass, FixedJoint, FogMode, Font, FontStyle, FrustumFace, GLCapabilityType, GLCompressedTextureInternalFormat, GLTFAnimationParser, GLTFAnimatorControllerParser, GLTFBufferParser, GLTFBufferViewParser, GLTFEntityParser, GLTFExtensionMode, GLTFExtensionParser, GLTFLoader, GLTFMaterialParser, GLTFMeshParser, GLTFParser, GLTFParserContext, GLTFParserType, GLTFResource, GLTFSceneParser, GLTFSchemaParser, GLTFSkinParser, GLTFTextureParser, GLTFUtils, GLTFValidator, GradientAlphaKey, GradientColorKey, HDRDecoder, HemisphereShape, HierarchyParser, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolableValueType, InterpolationType, JSONAsset, Joint, JointLimits, JointMotor, KTX2Loader, KTX2TargetFormat, Keyframe, Keys, Layer, LayerPathMask, Light, LimitVelocityOverLifetimeModule, Loader, Logger, MSAASamples, MainModule, Material, MaterialLoaderType, MathUtil, Matrix, Matrix3x3, Mesh, MeshColliderShape, MeshColliderShapeCookingFlag, MeshDecoder, MeshRenderer, MeshShape, MeshTopology, ModelMesh, NoiseModule, OverflowMode, PBRMaterial, ParserContext, ParserType, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, Plane, PlaneColliderShape, PlaneIntersectionType, Platform, PointLight, Pointer, PointerButton, PointerEventData, PointerEventEmitter, PointerPhase, PostProcess, PostProcessEffect, PostProcessEffectBoolParameter, PostProcessEffectColorParameter, PostProcessEffectEnumParameter, PostProcessEffectFloatParameter, PostProcessEffectParameter, PostProcessEffectTextureParameter, PostProcessEffectVector2Parameter, PostProcessEffectVector3Parameter, PostProcessEffectVector4Parameter, PostProcessManager, PostProcessPass, PostProcessPassEvent, PostProcessUberPass, PrefabResource, Primitive, PrimitiveMesh, Probe, Quaternion, Rand, RasterState, Ray, Rect, ReferResource, ReflectionParser, RefractionMode, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueFlags, RenderQueueType, RenderState, RenderStateElementKey, RenderTarget, RenderTargetBlendState, Renderer, RendererUpdateFlags, RenderingStatistics, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, SceneParser, Script, SetDataOptions, Shader, ShaderData, ShaderDataGroup, ShaderFactory, ShaderLanguage, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Signal, SimpleSpriteAssembler, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SlicedSpriteAssembler, SpecularMode, SphereColliderShape, SphereShape, SphericalHarmonics3, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteModifyFlags, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubFont, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextAsset, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureUtils, TextureWrapMode$1 as TextureWrapMode, TiledSpriteAssembler, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, TrailTextureMode, Transform, TransformModifyFlags, UnlitMaterial, Utils, Vector2, Vector3, Vector4, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WebCanvas, WebGLEngine, WebGLGraphicDevice, WebGLMode, WrapMode, XRManager, assignmentClone, decode, decoder, decoderMap, deepClone, dependentComponents, ignoreClone, parseSingleKTX, registerGLTFExtension, registerGLTFParser, registerPointerEventEmitter, request, resourceLoader, shallowClone, version };
54060
54770
  //# sourceMappingURL=bundled.module.js.map