@galacean/engine 2.0.0-alpha.25 → 2.0.0-alpha.27

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;
@@ -9828,22 +9834,8 @@ var mobile_material_frag = "uniform vec4 material_EmissiveColor;\nuniform vec4 m
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  var begin_mobile_frag = " vec4 ambient = vec4(0.0);\n vec4 emission = material_EmissiveColor;\n vec4 diffuse = material_BaseColor;\n vec4 specular = material_SpecularColor;\n\n \n\n #ifdef MATERIAL_HAS_EMISSIVETEXTURE\n emission *= texture2DSRGB(material_EmissiveTexture, v_uv);\n #endif\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n diffuse *= texture2DSRGB(material_BaseTexture, v_uv);\n #endif\n\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n diffuse *= v_color;\n #endif\n\n #ifdef MATERIAL_HAS_SPECULAR_TEXTURE\n specular *= texture2DSRGB(material_SpecularTexture, v_uv);\n #endif\n\n ambient = vec4(scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity, 1.0) * diffuse;"; // eslint-disable-line
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  var begin_viewdir_frag = "#ifdef CAMERA_ORTHOGRAPHIC\n vec3 V = -camera_Forward;\n#else\n #ifdef MATERIAL_NEED_WORLD_POS\n vec3 V = normalize( camera_Position - v_pos );\n #endif\n#endif"; // eslint-disable-line
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  var mobile_blinnphong_frag = " #ifdef MATERIAL_HAS_NORMALTEXTURE\n mat3 tbn = getTBN(gl_FrontFacing);\n vec3 N = getNormalByNormalTexture(tbn, material_NormalTexture, material_NormalIntensity, v_uv, gl_FrontFacing);\n #else\n vec3 N = getNormal(gl_FrontFacing);\n #endif\n\n vec3 lightDiffuse = vec3( 0.0, 0.0, 0.0 );\n vec3 lightSpecular = vec3( 0.0, 0.0, 0.0 );\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 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 \n float d = max(dot(N, -directionalLight.direction), 0.0);\n lightDiffuse += directionalLight.color * d;\n \n vec3 halfDir = normalize( V - directionalLight.direction );\n float s = pow( clamp( dot( N, halfDir ), 0.0, 1.0 ), material_Shininess );\n lightSpecular += directionalLight.color * s;\n }\n }\n\n #endif\n\n #ifdef SCENE_POINT_LIGHT_COUNT\n PointLight pointLight;\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 vec3 direction = v_pos - pointLight.position;\n float dist = length( direction );\n direction /= dist;\n float decay = clamp(1.0 - pow(dist / pointLight.distance, 4.0), 0.0, 1.0);\n\n float d = max( dot( N, -direction ), 0.0 ) * decay;\n lightDiffuse += pointLight.color * d;\n\n vec3 halfDir = normalize( V - direction );\n float s = pow( clamp( dot( N, halfDir ), 0.0, 1.0 ), material_Shininess ) * decay;\n lightSpecular += pointLight.color * s;\n }\n }\n\n #endif\n\n #ifdef SCENE_SPOT_LIGHT_COUNT\n SpotLight spotLight;\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 vec3 direction = spotLight.position - v_pos;\n float lightDistance = length( direction );\n direction /= lightDistance;\n float angleCos = dot( direction, -spotLight.direction );\n float decay = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0);\n float spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos );\n float decayTotal = decay * spotEffect;\n float d = max( dot( N, direction ), 0.0 ) * decayTotal;\n lightDiffuse += spotLight.color * d;\n\n vec3 halfDir = normalize( V + direction );\n float s = pow( clamp( dot( N, halfDir ), 0.0, 1.0 ), material_Shininess ) * decayTotal;\n lightSpecular += spotLight.color * s;\n }\n }\n\n #endif\n\n diffuse *= vec4( lightDiffuse, 1.0 );\n specular *= vec4( lightSpecular, 1.0 );\n\n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if( diffuse.a < material_AlphaCutoff ) {\n discard;\n }\n #endif\n"; // eslint-disable-line
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- var noise_cellular = "#include <noise_cellular_2D>\n#include <noise_cellular_3D>\n#include <noise_cellular_2x2>\n#include <noise_cellular_2x2x2>\n"; // eslint-disable-line
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- var noise_cellular_2D = "\n// Cellular noise (\"Worley noise\") in 2D in GLSL.\n// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n// This code is released under the conditions of the MIT license.\n// See LICENSE file for details.\n// https://github.com/stegu/webgl-noise\n\n// Cellular noise, returning F1 and F2 in a vec2.\n// Standard 3x3 search window for good F1 and F2 values\nvec2 cellular( vec2 P ) {\n\n\tvec2 Pi = mod289( floor( P ) );\n \tvec2 Pf = fract( P );\n\tvec3 oi = vec3( -1.0, 0.0, 1.0);\n\tvec3 of = vec3( -0.5, 0.5, 1.5);\n\tvec3 px = permute( Pi.x + oi );\n\tvec3 p = permute( px.x + Pi.y + oi ); // p11, p12, p13\n\tvec3 ox = fract( p * K ) - Ko;\n\tvec3 oy = mod7( floor( p * K ) ) * K - Ko;\n\tvec3 dx = Pf.x + 0.5 + jitter * ox;\n\tvec3 dy = Pf.y - of + jitter * oy;\n\tvec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared\n\tp = permute( px.y + Pi.y + oi ); // p21, p22, p23\n\tox = fract( p * K ) - Ko;\n\toy = mod7( floor( p * K ) ) * K - Ko;\n\tdx = Pf.x - 0.5 + jitter * ox;\n\tdy = Pf.y - of + jitter * oy;\n\tvec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared\n\tp = permute( px.z + Pi.y + oi ); // p31, p32, p33\n\tox = fract( p * K ) - Ko;\n\toy = mod7( floor( p * K ) ) * K - Ko;\n\tdx = Pf.x - 1.5 + jitter * ox;\n\tdy = Pf.y - of + jitter * oy;\n\tvec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared\n\t// Sort out the two smallest distances (F1, F2)\n\tvec3 d1a = min( d1, d2 );\n\td2 = max( d1, d2 ); // Swap to keep candidates for F2\n\td2 = min( d2, d3 ); // neither F1 nor F2 are now in d3\n\td1 = min( d1a, d2 ); // F1 is now in d1\n\td2 = max( d1a, d2 ); // Swap to keep candidates for F2\n\td1.xy = ( d1.x < d1.y ) ? d1.xy : d1.yx; // Swap if smaller\n\td1.xz = ( d1.x < d1.z ) ? d1.xz : d1.zx; // F1 is in d1.x\n\td1.yz = min( d1.yz, d2.yz ); // F2 is now not in d2.yz\n\td1.y = min( d1.y, d1.z ); // nor in d1.z\n\td1.y = min( d1.y, d2.x ); // F2 is in d1.y, we're done.\n\treturn sqrt( d1.xy );\n\n}\n"; // eslint-disable-line
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- var noise_cellular_2x2 = "\n// Cellular noise (\"Worley noise\") in 2D in GLSL.\n// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n// This code is released under the conditions of the MIT license.\n// See LICENSE file for details.\n// https://github.com/stegu/webgl-noise\n\n// Cellular noise, returning F1 and F2 in a vec2.\n// Speeded up by using 2x2 search window instead of 3x3,\n// at the expense of some strong pattern artifacts.\n// F2 is often wrong and has sharp discontinuities.\n// If you need a smooth F2, use the slower 3x3 version.\n// F1 is sometimes wrong, too, but OK for most purposes.\nvec2 cellular2x2( vec2 P ) {\n\n\tvec2 Pi = mod289( floor( P ) );\n \tvec2 Pf = fract( P );\n\tvec4 Pfx = Pf.x + vec4( -0.5, -1.5, -0.5, -1.5 );\n\tvec4 Pfy = Pf.y + vec4( -0.5, -0.5, -1.5, -1.5 );\n\tvec4 p = permute( Pi.x + vec4( 0.0, 1.0, 0.0, 1.0 ) );\n\tp = permute( p + Pi.y + vec4( 0.0, 0.0, 1.0, 1.0 ) );\n\tvec4 ox = mod7( p ) * K + Kd2;\n\tvec4 oy = mod7( floor( p * K ) ) * K + Kd2;\n\tvec4 dx = Pfx + jitter1 * ox;\n\tvec4 dy = Pfy + jitter1 * oy;\n\tvec4 d = dx * dx + dy * dy; // d11, d12, d21 and d22, squared\n\n\t// Do it right and find both F1 and F2\n\td.xy = ( d.x < d.y ) ? d.xy : d.yx; // Swap if smaller\n\td.xz = ( d.x < d.z ) ? d.xz : d.zx;\n\td.xw = ( d.x < d.w ) ? d.xw : d.wx;\n\td.y = min( d.y, d.z );\n\td.y = min( d.y, d.w );\n\treturn sqrt( d.xy );\n\n}\n"; // eslint-disable-line
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- var noise_cellular_2x2x2 = "\n// Cellular noise (\"Worley noise\") in 3D in GLSL.\n// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n// This code is released under the conditions of the MIT license.\n// See LICENSE file for details.\n// https://github.com/stegu/webgl-noise\n\n// Cellular noise, returning F1 and F2 in a vec2.\n// Speeded up by using 2x2x2 search window instead of 3x3x3,\n// at the expense of some pattern artifacts.\n// F2 is often wrong and has sharp discontinuities.\n// If you need a good F2, use the slower 3x3x3 version.\nvec2 cellular2x2x2(vec3 P) {\n\n\tvec3 Pi = mod289( floor( P ) );\n \tvec3 Pf = fract( P );\n\tvec4 Pfx = Pf.x + vec4( 0.0, -1.0, 0.0, -1.0 );\n\tvec4 Pfy = Pf.y + vec4( 0.0, 0.0, -1.0, -1.0 );\n\tvec4 p = permute( Pi.x + vec4( 0.0, 1.0, 0.0, 1.0 ) );\n\tp = permute( p + Pi.y + vec4( 0.0, 0.0, 1.0, 1.0 ) );\n\tvec4 p1 = permute( p + Pi.z ); // z+0\n\tvec4 p2 = permute( p + Pi.z + vec4( 1.0 ) ); // z+1\n\tvec4 ox1 = fract( p1 * K ) - Ko;\n\tvec4 oy1 = mod7( floor( p1 * K ) ) * K - Ko;\n\tvec4 oz1 = floor( p1 * K2 ) * Kz - Kzo; // p1 < 289 guaranteed\n\tvec4 ox2 = fract( p2 * K ) - Ko;\n\tvec4 oy2 = mod7( floor( p2 * K ) ) * K - Ko;\n\tvec4 oz2 = floor( p2 * K2 ) * Kz - Kzo;\n\tvec4 dx1 = Pfx + jitter1 * ox1;\n\tvec4 dy1 = Pfy + jitter1 * oy1;\n\tvec4 dz1 = Pf.z + jitter1 * oz1;\n\tvec4 dx2 = Pfx + jitter1 * ox2;\n\tvec4 dy2 = Pfy + jitter1 * oy2;\n\tvec4 dz2 = Pf.z - 1.0 + jitter1 * oz2;\n\tvec4 d1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1; // z+0\n\tvec4 d2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2; // z+1\n\n\t// Do it right and sort out both F1 and F2\n\tvec4 d = min( d1, d2 ); // F1 is now in d\n\td2 = max( d1, d2 ); // Make sure we keep all candidates for F2\n\td.xy = ( d.x < d.y ) ? d.xy : d.yx; // Swap smallest to d.x\n\td.xz = ( d.x < d.z ) ? d.xz : d.zx;\n\td.xw = ( d.x < d.w ) ? d.xw : d.wx; // F1 is now in d.x\n\td.yzw = min( d.yzw, d2.yzw ); // F2 now not in d2.yzw\n\td.y = min( d.y, d.z ); // nor in d.z\n\td.y = min( d.y, d.w ); // nor in d.w\n\td.y = min( d.y, d2.x ); // F2 is now in d.y\n\treturn sqrt( d.xy ); // F1 and F2\n\n}\n"; // eslint-disable-line
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- var noise_cellular_3D = "\n// Cellular noise (\"Worley noise\") in 3D in GLSL.\n// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n// This code is released under the conditions of the MIT license.\n// See LICENSE file for details.\n// https://github.com/stegu/webgl-noise\n\n// Cellular noise, returning F1 and F2 in a vec2.\n// 3x3x3 search region for good F2 everywhere, but a lot\n// slower than the 2x2x2 version.\n// The code below is a bit scary even to its author,\n// but it has at least half decent performance on a\n// modern GPU. In any case, it beats any software\n// implementation of Worley noise hands down.\n\nvec2 cellular( vec3 P ) {\n\n\tvec3 Pi = mod289( floor( P ) );\n \tvec3 Pf = fract( P ) - 0.5;\n\n\tvec3 Pfx = Pf.x + vec3( 1.0, 0.0, -1.0 );\n\tvec3 Pfy = Pf.y + vec3( 1.0, 0.0, -1.0 );\n\tvec3 Pfz = Pf.z + vec3( 1.0, 0.0, -1.0 );\n\n\tvec3 p = permute( Pi.x + vec3( -1.0, 0.0, 1.0 ) );\n\tvec3 p1 = permute( p + Pi.y - 1.0 );\n\tvec3 p2 = permute( p + Pi.y );\n\tvec3 p3 = permute( p + Pi.y + 1.0 );\n\n\tvec3 p11 = permute( p1 + Pi.z - 1.0 );\n\tvec3 p12 = permute( p1 + Pi.z );\n\tvec3 p13 = permute( p1 + Pi.z + 1.0 );\n\n\tvec3 p21 = permute( p2 + Pi.z - 1.0 );\n\tvec3 p22 = permute( p2 + Pi.z );\n\tvec3 p23 = permute( p2 + Pi.z + 1.0 );\n\n\tvec3 p31 = permute( p3 + Pi.z - 1.0 );\n\tvec3 p32 = permute( p3 + Pi.z );\n\tvec3 p33 = permute( p3 + Pi.z + 1.0 );\n\n\tvec3 ox11 = fract( p11 * K ) - Ko;\n\tvec3 oy11 = mod7( floor( p11 * K ) ) * K - Ko;\n\tvec3 oz11 = floor( p11 * K2 ) * Kz - Kzo; // p11 < 289 guaranteed\n\n\tvec3 ox12 = fract( p12 * K ) - Ko;\n\tvec3 oy12 = mod7( floor( p12 * K ) ) * K - Ko;\n\tvec3 oz12 = floor( p12 * K2 ) * Kz - Kzo;\n\n\tvec3 ox13 = fract( p13 * K ) - Ko;\n\tvec3 oy13 = mod7( floor( p13 * K ) ) * K - Ko;\n\tvec3 oz13 = floor( p13 * K2 ) * Kz - Kzo;\n\n\tvec3 ox21 = fract( p21 * K ) - Ko;\n\tvec3 oy21 = mod7( floor( p21 * K ) ) * K - Ko;\n\tvec3 oz21 = floor( p21 * K2 ) * Kz - Kzo;\n\n\tvec3 ox22 = fract( p22 * K ) - Ko;\n\tvec3 oy22 = mod7( floor( p22 * K ) ) * K - Ko;\n\tvec3 oz22 = floor( p22 * K2 ) * Kz - Kzo;\n\n\tvec3 ox23 = fract( p23 * K ) - Ko;\n\tvec3 oy23 = mod7( floor( p23 * K ) ) * K - Ko;\n\tvec3 oz23 = floor( p23 * K2 ) * Kz - Kzo;\n\n\tvec3 ox31 = fract( p31 * K ) - Ko;\n\tvec3 oy31 = mod7( floor( p31 * K ) ) * K - Ko;\n\tvec3 oz31 = floor( p31 * K2 ) * Kz - Kzo;\n\n\tvec3 ox32 = fract( p32 * K ) - Ko;\n\tvec3 oy32 = mod7( floor( p32 * K ) ) * K - Ko;\n\tvec3 oz32 = floor( p32 * K2 ) * Kz - Kzo;\n\n\tvec3 ox33 = fract( p33 * K ) - Ko;\n\tvec3 oy33 = mod7( floor( p33 * K ) ) * K - Ko;\n\tvec3 oz33 = floor( p33 * K2 ) * Kz - Kzo;\n\n\tvec3 dx11 = Pfx + jitter * ox11;\n\tvec3 dy11 = Pfy.x + jitter * oy11;\n\tvec3 dz11 = Pfz.x + jitter * oz11;\n\n\tvec3 dx12 = Pfx + jitter * ox12;\n\tvec3 dy12 = Pfy.x + jitter * oy12;\n\tvec3 dz12 = Pfz.y + jitter * oz12;\n\n\tvec3 dx13 = Pfx + jitter * ox13;\n\tvec3 dy13 = Pfy.x + jitter * oy13;\n\tvec3 dz13 = Pfz.z + jitter * oz13;\n\n\tvec3 dx21 = Pfx + jitter * ox21;\n\tvec3 dy21 = Pfy.y + jitter * oy21;\n\tvec3 dz21 = Pfz.x + jitter * oz21;\n\n\tvec3 dx22 = Pfx + jitter * ox22;\n\tvec3 dy22 = Pfy.y + jitter * oy22;\n\tvec3 dz22 = Pfz.y + jitter * oz22;\n\n\tvec3 dx23 = Pfx + jitter * ox23;\n\tvec3 dy23 = Pfy.y + jitter * oy23;\n\tvec3 dz23 = Pfz.z + jitter * oz23;\n\n\tvec3 dx31 = Pfx + jitter * ox31;\n\tvec3 dy31 = Pfy.z + jitter * oy31;\n\tvec3 dz31 = Pfz.x + jitter * oz31;\n\n\tvec3 dx32 = Pfx + jitter * ox32;\n\tvec3 dy32 = Pfy.z + jitter * oy32;\n\tvec3 dz32 = Pfz.y + jitter * oz32;\n\n\tvec3 dx33 = Pfx + jitter * ox33;\n\tvec3 dy33 = Pfy.z + jitter * oy33;\n\tvec3 dz33 = Pfz.z + jitter * oz33;\n\n\tvec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11;\n\tvec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12;\n\tvec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13;\n\tvec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21;\n\tvec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22;\n\tvec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23;\n\tvec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31;\n\tvec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32;\n\tvec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33;\n\n\t// Do it right and sort out both F1 and F2\n\tvec3 d1a = min( d11, d12 );\n\td12 = max( d11, d12 );\n\td11 = min( d1a, d13 ); // Smallest now not in d12 or d13\n\td13 = max( d1a, d13 );\n\td12 = min( d12, d13 ); // 2nd smallest now not in d13\n\tvec3 d2a = min( d21, d22 );\n\td22 = max( d21, d22 );\n\td21 = min( d2a, d23 ); // Smallest now not in d22 or d23\n\td23 = max( d2a, d23 );\n\td22 = min( d22, d23 ); // 2nd smallest now not in d23\n\tvec3 d3a = min( d31, d32 );\n\td32 = max( d31, d32 );\n\td31 = min( d3a, d33 ); // Smallest now not in d32 or d33\n\td33 = max( d3a, d33 );\n\td32 = min( d32, d33 ); // 2nd smallest now not in d33\n\tvec3 da = min( d11, d21 );\n\td21 = max( d11, d21 );\n\td11 = min( da, d31 ); // Smallest now in d11\n\td31 = max( da, d31 ); // 2nd smallest now not in d31\n\td11.xy = ( d11.x < d11.y ) ? d11.xy : d11.yx;\n\td11.xz = ( d11.x < d11.z ) ? d11.xz : d11.zx; // d11.x now smallest\n\td12 = min( d12, d21 ); // 2nd smallest now not in d21\n\td12 = min( d12, d22 ); // nor in d22\n\td12 = min( d12, d31 ); // nor in d31\n\td12 = min( d12, d32 ); // nor in d32\n\td11.yz = min( d11.yz, d12.xy ); // nor in d12.yz\n\td11.y = min( d11.y, d12.z ); // Only two more to go\n\td11.y = min( d11.y, d11.z ); // Done! (Phew! )\n\treturn sqrt( d11.xy ); // F1, F2\n\n}\n"; // eslint-disable-line
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- var noise_common = "// Modulo 289 without a division (only multiplications)\nvec4 mod289( vec4 x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\nvec3 mod289( vec3 x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\nvec2 mod289( vec2 x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\nfloat mod289( float x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\n// Modulo 7 without a division\nvec4 mod7( vec4 x ) {\n\n return x - floor( x * ( 1.0 / 7.0 ) ) * 7.0;\n\n}\n\nvec3 mod7( vec3 x ) {\n\n return x - floor( x * ( 1.0 / 7.0 ) ) * 7.0;\n\n}\n\n// Permutation polynomial: (34x^2 + x) mod 289\nvec4 permute( vec4 x ) {\n\n return mod289( ( 34.0 * x + 1.0 ) * x);\n\n}\n\nvec3 permute( vec3 x ) {\n\n return mod289( ( 34.0 * x + 1.0 ) * x );\n\n}\n\nfloat permute( float x ) {\n\n return mod289( ( ( x * 34.0 ) + 1.0 ) * x );\n\n}\n\nvec4 taylorInvSqrt( vec4 r ) {\n\n return 1.79284291400159 - 0.85373472095314 * r;\n\n}\n\nfloat taylorInvSqrt( float r ) {\n\n return 1.79284291400159 - 0.85373472095314 * r;\n\n}\n\nvec4 fade( vec4 t ) {\n\n return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );\n\n}\n\nvec3 fade( vec3 t ) {\n\n return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );\n\n}\n\nvec2 fade( vec2 t ) {\n\n return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );\n\n}\n\n#define K 0.142857142857 // 1/7\n#define Ko 0.428571428571 // 1/2-K/2\n#define K2 0.020408163265306 // 1/(7*7)\n#define Kd2 0.0714285714285 // K/2\n#define Kz 0.166666666667 // 1/6\n#define Kzo 0.416666666667 // 1/2-1/6*2\n#define jitter 1.0 // smaller jitter gives more regular pattern\n#define jitter1 0.8 // smaller jitter gives less errors in F1 F2\n"; // eslint-disable-line
9837
- var noise_perlin = "#include <noise_perlin_2D>\n#include <noise_perlin_3D>\n#include <noise_perlin_4D>\n"; // eslint-disable-line
9838
- var noise_perlin_2D = "//\n// GLSL textureless classic 2D noise \"cnoise\",\n// with an RSL-style periodic variant \"pnoise\".\n// Author: Stefan Gustavson (stefan.gustavson@liu.se)\n// Version: 2011-08-22\n//\n// Many thanks to Ian McEwan of Ashima Arts for the\n// ideas for permutation and gradient selection.\n//\n// Copyright (c) 2011 Stefan Gustavson. All rights reserved.\n// Distributed under the MIT license. See LICENSE file.\n// https://github.com/stegu/webgl-noise\n//\n\n// Classic Perlin noise\nfloat perlin( vec2 P ) {\n\n vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);\n vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);\n Pi = mod289(Pi); // To avoid truncation effects in permutation\n vec4 ix = Pi.xzxz;\n vec4 iy = Pi.yyww;\n vec4 fx = Pf.xzxz;\n vec4 fy = Pf.yyww;\n\n vec4 i = permute(permute(ix) + iy);\n\n vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;\n vec4 gy = abs(gx) - 0.5 ;\n vec4 tx = floor(gx + 0.5);\n gx = gx - tx;\n\n vec2 g00 = vec2(gx.x,gy.x);\n vec2 g10 = vec2(gx.y,gy.y);\n vec2 g01 = vec2(gx.z,gy.z);\n vec2 g11 = vec2(gx.w,gy.w);\n\n vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n g00 *= norm.x;\n g01 *= norm.y;\n g10 *= norm.z;\n g11 *= norm.w;\n\n float n00 = dot(g00, vec2(fx.x, fy.x));\n float n10 = dot(g10, vec2(fx.y, fy.y));\n float n01 = dot(g01, vec2(fx.z, fy.z));\n float n11 = dot(g11, vec2(fx.w, fy.w));\n\n vec2 fade_xy = fade(Pf.xy);\n vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);\n float n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n return 2.3 * n_xy;\n\n}\n\n// Classic Perlin noise, periodic variant\nfloat perlin( vec2 P, vec2 rep ) {\n\n vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);\n vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);\n Pi = mod(Pi, rep.xyxy); // To create noise with explicit period\n Pi = mod289(Pi); // To avoid truncation effects in permutation\n vec4 ix = Pi.xzxz;\n vec4 iy = Pi.yyww;\n vec4 fx = Pf.xzxz;\n vec4 fy = Pf.yyww;\n\n vec4 i = permute(permute(ix) + iy);\n\n vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;\n vec4 gy = abs(gx) - 0.5 ;\n vec4 tx = floor(gx + 0.5);\n gx = gx - tx;\n\n vec2 g00 = vec2(gx.x,gy.x);\n vec2 g10 = vec2(gx.y,gy.y);\n vec2 g01 = vec2(gx.z,gy.z);\n vec2 g11 = vec2(gx.w,gy.w);\n\n vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));\n g00 *= norm.x;\n g01 *= norm.y;\n g10 *= norm.z;\n g11 *= norm.w;\n\n float n00 = dot(g00, vec2(fx.x, fy.x));\n float n10 = dot(g10, vec2(fx.y, fy.y));\n float n01 = dot(g01, vec2(fx.z, fy.z));\n float n11 = dot(g11, vec2(fx.w, fy.w));\n\n vec2 fade_xy = fade(Pf.xy);\n vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);\n float n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n return 2.3 * n_xy;\n\n}\n"; // eslint-disable-line
9839
- var noise_perlin_3D = "//\n// GLSL textureless classic 3D noise \"cnoise\",\n// with an RSL-style periodic variant \"pnoise\".\n// Author: Stefan Gustavson (stefan.gustavson@liu.se)\n// Version: 2011-10-11\n//\n// Many thanks to Ian McEwan of Ashima Arts for the\n// ideas for permutation and gradient selection.\n//\n// Copyright (c) 2011 Stefan Gustavson. All rights reserved.\n// Distributed under the MIT license. See LICENSE file.\n// https://github.com/stegu/webgl-noise\n//\n\n// Classic Perlin noise\nfloat perlin( vec3 P ) {\n\n vec3 Pi0 = floor(P); // Integer part for indexing\n vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n\n}\n\n// Classic Perlin noise, periodic variant\nfloat perlin( vec3 P, vec3 rep ) {\n\n vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period\n vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n\n}\n"; // eslint-disable-line
9840
- var noise_perlin_4D = "//\n// GLSL textureless classic 4D noise \"cnoise\",\n// with an RSL-style periodic variant \"pnoise\".\n// Author: Stefan Gustavson (stefan.gustavson@liu.se)\n// Version: 2011-08-22\n//\n// Many thanks to Ian McEwan of Ashima Arts for the\n// ideas for permutation and gradient selection.\n//\n// Copyright (c) 2011 Stefan Gustavson. All rights reserved.\n// Distributed under the MIT license. See LICENSE file.\n// https://github.com/stegu/webgl-noise\n//\n\n// Classic Perlin noise\nfloat perlin( vec4 P ) {\n\n vec4 Pi0 = floor(P); // Integer part for indexing\n vec4 Pi1 = Pi0 + 1.0; // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec4 Pf0 = fract(P); // Fractional part for interpolation\n vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = vec4(Pi0.zzzz);\n vec4 iz1 = vec4(Pi1.zzzz);\n vec4 iw0 = vec4(Pi0.wwww);\n vec4 iw1 = vec4(Pi1.wwww);\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n vec4 ixy00 = permute(ixy0 + iw0);\n vec4 ixy01 = permute(ixy0 + iw1);\n vec4 ixy10 = permute(ixy1 + iw0);\n vec4 ixy11 = permute(ixy1 + iw1);\n\n vec4 gx00 = ixy00 * (1.0 / 7.0);\n vec4 gy00 = floor(gx00) * (1.0 / 7.0);\n vec4 gz00 = floor(gy00) * (1.0 / 6.0);\n gx00 = fract(gx00) - 0.5;\n gy00 = fract(gy00) - 0.5;\n gz00 = fract(gz00) - 0.5;\n vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);\n vec4 sw00 = step(gw00, vec4(0.0));\n gx00 -= sw00 * (step(0.0, gx00) - 0.5);\n gy00 -= sw00 * (step(0.0, gy00) - 0.5);\n\n vec4 gx01 = ixy01 * (1.0 / 7.0);\n vec4 gy01 = floor(gx01) * (1.0 / 7.0);\n vec4 gz01 = floor(gy01) * (1.0 / 6.0);\n gx01 = fract(gx01) - 0.5;\n gy01 = fract(gy01) - 0.5;\n gz01 = fract(gz01) - 0.5;\n vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);\n vec4 sw01 = step(gw01, vec4(0.0));\n gx01 -= sw01 * (step(0.0, gx01) - 0.5);\n gy01 -= sw01 * (step(0.0, gy01) - 0.5);\n\n vec4 gx10 = ixy10 * (1.0 / 7.0);\n vec4 gy10 = floor(gx10) * (1.0 / 7.0);\n vec4 gz10 = floor(gy10) * (1.0 / 6.0);\n gx10 = fract(gx10) - 0.5;\n gy10 = fract(gy10) - 0.5;\n gz10 = fract(gz10) - 0.5;\n vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);\n vec4 sw10 = step(gw10, vec4(0.0));\n gx10 -= sw10 * (step(0.0, gx10) - 0.5);\n gy10 -= sw10 * (step(0.0, gy10) - 0.5);\n\n vec4 gx11 = ixy11 * (1.0 / 7.0);\n vec4 gy11 = floor(gx11) * (1.0 / 7.0);\n vec4 gz11 = floor(gy11) * (1.0 / 6.0);\n gx11 = fract(gx11) - 0.5;\n gy11 = fract(gy11) - 0.5;\n gz11 = fract(gz11) - 0.5;\n vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);\n vec4 sw11 = step(gw11, vec4(0.0));\n gx11 -= sw11 * (step(0.0, gx11) - 0.5);\n gy11 -= sw11 * (step(0.0, gy11) - 0.5);\n\n vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);\n vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);\n vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);\n vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);\n vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);\n vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);\n vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);\n vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);\n vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);\n vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);\n vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);\n vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);\n vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);\n vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);\n vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);\n vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);\n\n vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));\n g0000 *= norm00.x;\n g0100 *= norm00.y;\n g1000 *= norm00.z;\n g1100 *= norm00.w;\n\n vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));\n g0001 *= norm01.x;\n g0101 *= norm01.y;\n g1001 *= norm01.z;\n g1101 *= norm01.w;\n\n vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));\n g0010 *= norm10.x;\n g0110 *= norm10.y;\n g1010 *= norm10.z;\n g1110 *= norm10.w;\n\n vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));\n g0011 *= norm11.x;\n g0111 *= norm11.y;\n g1011 *= norm11.z;\n g1111 *= norm11.w;\n\n float n0000 = dot(g0000, Pf0);\n float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));\n float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));\n float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));\n float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));\n float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));\n float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));\n float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));\n float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));\n float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));\n float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));\n float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));\n float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));\n float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));\n float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));\n float n1111 = dot(g1111, Pf1);\n\n vec4 fade_xyzw = fade(Pf0);\n vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);\n vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);\n vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);\n vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);\n float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);\n return 2.2 * n_xyzw;\n\n}\n\n// Classic Perlin noise, periodic version\nfloat perlin( vec4 P, vec4 rep ) {\n\n vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep\n vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec4 Pf0 = fract(P); // Fractional part for interpolation\n vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = vec4(Pi0.zzzz);\n vec4 iz1 = vec4(Pi1.zzzz);\n vec4 iw0 = vec4(Pi0.wwww);\n vec4 iw1 = vec4(Pi1.wwww);\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n vec4 ixy00 = permute(ixy0 + iw0);\n vec4 ixy01 = permute(ixy0 + iw1);\n vec4 ixy10 = permute(ixy1 + iw0);\n vec4 ixy11 = permute(ixy1 + iw1);\n\n vec4 gx00 = ixy00 * (1.0 / 7.0);\n vec4 gy00 = floor(gx00) * (1.0 / 7.0);\n vec4 gz00 = floor(gy00) * (1.0 / 6.0);\n gx00 = fract(gx00) - 0.5;\n gy00 = fract(gy00) - 0.5;\n gz00 = fract(gz00) - 0.5;\n vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);\n vec4 sw00 = step(gw00, vec4(0.0));\n gx00 -= sw00 * (step(0.0, gx00) - 0.5);\n gy00 -= sw00 * (step(0.0, gy00) - 0.5);\n\n vec4 gx01 = ixy01 * (1.0 / 7.0);\n vec4 gy01 = floor(gx01) * (1.0 / 7.0);\n vec4 gz01 = floor(gy01) * (1.0 / 6.0);\n gx01 = fract(gx01) - 0.5;\n gy01 = fract(gy01) - 0.5;\n gz01 = fract(gz01) - 0.5;\n vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);\n vec4 sw01 = step(gw01, vec4(0.0));\n gx01 -= sw01 * (step(0.0, gx01) - 0.5);\n gy01 -= sw01 * (step(0.0, gy01) - 0.5);\n\n vec4 gx10 = ixy10 * (1.0 / 7.0);\n vec4 gy10 = floor(gx10) * (1.0 / 7.0);\n vec4 gz10 = floor(gy10) * (1.0 / 6.0);\n gx10 = fract(gx10) - 0.5;\n gy10 = fract(gy10) - 0.5;\n gz10 = fract(gz10) - 0.5;\n vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);\n vec4 sw10 = step(gw10, vec4(0.0));\n gx10 -= sw10 * (step(0.0, gx10) - 0.5);\n gy10 -= sw10 * (step(0.0, gy10) - 0.5);\n\n vec4 gx11 = ixy11 * (1.0 / 7.0);\n vec4 gy11 = floor(gx11) * (1.0 / 7.0);\n vec4 gz11 = floor(gy11) * (1.0 / 6.0);\n gx11 = fract(gx11) - 0.5;\n gy11 = fract(gy11) - 0.5;\n gz11 = fract(gz11) - 0.5;\n vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);\n vec4 sw11 = step(gw11, vec4(0.0));\n gx11 -= sw11 * (step(0.0, gx11) - 0.5);\n gy11 -= sw11 * (step(0.0, gy11) - 0.5);\n\n vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);\n vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);\n vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);\n vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);\n vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);\n vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);\n vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);\n vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);\n vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);\n vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);\n vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);\n vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);\n vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);\n vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);\n vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);\n vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);\n\n vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));\n g0000 *= norm00.x;\n g0100 *= norm00.y;\n g1000 *= norm00.z;\n g1100 *= norm00.w;\n\n vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));\n g0001 *= norm01.x;\n g0101 *= norm01.y;\n g1001 *= norm01.z;\n g1101 *= norm01.w;\n\n vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));\n g0010 *= norm10.x;\n g0110 *= norm10.y;\n g1010 *= norm10.z;\n g1110 *= norm10.w;\n\n vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));\n g0011 *= norm11.x;\n g0111 *= norm11.y;\n g1011 *= norm11.z;\n g1111 *= norm11.w;\n\n float n0000 = dot(g0000, Pf0);\n float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));\n float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));\n float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));\n float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));\n float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));\n float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));\n float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));\n float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));\n float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));\n float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));\n float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));\n float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));\n float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));\n float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));\n float n1111 = dot(g1111, Pf1);\n\n vec4 fade_xyzw = fade(Pf0);\n vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);\n vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);\n vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);\n vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);\n float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);\n return 2.2 * n_xyzw;\n\n}\n"; // eslint-disable-line
9841
- var noise_psrd_2D = "// Periodic (tiling) 2-D simplex noise (hexagonal lattice gradient noise)\n// with rotating gradients and analytic derivatives.\n// Variants also without the derivative (no \"d\" in the name), without\n// the tiling property (no \"p\" in the name) and without the rotating\n// gradients (no \"r\" in the name).\n//\n// This is (yet) another variation on simplex noise. It's similar to the\n// version presented by Ken Perlin, but the grid is axis-aligned and\n// slightly stretched in the y direction to permit rectangular tiling.\n//\n// The noise can be made to tile seamlessly to any integer period in x and\n// any even integer period in y. Odd periods may be specified for y, but\n// then the actual tiling period will be twice that number.\n//\n// The rotating gradients give the appearance of a swirling motion, and can\n// serve a similar purpose for animation as motion along z in 3-D noise.\n// The rotating gradients in conjunction with the analytic derivatives\n// can make \"flow noise\" effects as presented by Perlin and Neyret.\n//\n// vec3 {p}s{r}dnoise(vec2 pos {, vec2 per} {, float rot})\n// \"pos\" is the input (x,y) coordinate\n// \"per\" is the x and y period, where per.x is a positive integer\n// and per.y is a positive even integer\n// \"rot\" is the angle to rotate the gradients (any float value,\n// where 0.0 is no rotation and 1.0 is one full turn)\n// The first component of the 3-element return vector is the noise value.\n// The second and third components are the x and y partial derivatives.\n//\n// float {p}s{r}noise(vec2 pos {, vec2 per} {, float rot})\n// \"pos\" is the input (x,y) coordinate\n// \"per\" is the x and y period, where per.x is a positive integer\n// and per.y is a positive even integer\n// \"rot\" is the angle to rotate the gradients (any float value,\n// where 0.0 is no rotation and 1.0 is one full turn)\n// The return value is the noise value.\n// Partial derivatives are not computed, making these functions faster.\n//\n// Author: Stefan Gustavson (stefan.gustavson@gmail.com)\n// Version 2016-05-10.\n//\n// Many thanks to Ian McEwan of Ashima Arts for the\n// idea of using a permutation polynomial.\n//\n// Copyright (c) 2016 Stefan Gustavson. All rights reserved.\n// Distributed under the MIT license. See LICENSE file.\n// https://github.com/stegu/webgl-noise\n//\n\n// Hashed 2-D gradients with an extra rotation.\n// (The constant 0.0243902439 is 1/41)\nvec2 rgrad2( vec2 p, float rot ) {\n\n // For more isotropic gradients, sin/cos can be used instead.\n float u = permute( permute( p.x ) + p.y ) * 0.0243902439 + rot; // Rotate by shift\n u = fract( u ) * 6.28318530718; // 2*pi\n return vec2( cos( u ), sin( u ));\n\n}\n\n//\n// 2-D tiling simplex noise with rotating gradients and analytical derivative.\n// The first component of the 3-element return vector is the noise value,\n// and the second and third components are the x and y partial derivatives.\n//\nvec3 psrdnoise(vec2 pos, vec2 per, float rot) {\n // Hack: offset y slightly to hide some rare artifacts\n pos.y += 0.01;\n // Skew to hexagonal grid\n vec2 uv = vec2(pos.x + pos.y*0.5, pos.y);\n\n vec2 i0 = floor(uv);\n vec2 f0 = fract(uv);\n // Traversal order\n vec2 i1 = (f0.x > f0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n // Unskewed grid points in (x,y) space\n vec2 p0 = vec2(i0.x - i0.y * 0.5, i0.y);\n vec2 p1 = vec2(p0.x + i1.x - i1.y * 0.5, p0.y + i1.y);\n vec2 p2 = vec2(p0.x + 0.5, p0.y + 1.0);\n\n // Integer grid point indices in (u,v) space\n i1 = i0 + i1;\n vec2 i2 = i0 + vec2(1.0, 1.0);\n\n // Vectors in unskewed (x,y) coordinates from\n // each of the simplex corners to the evaluation point\n vec2 d0 = pos - p0;\n vec2 d1 = pos - p1;\n vec2 d2 = pos - p2;\n\n // Wrap i0, i1 and i2 to the desired period before gradient hashing:\n // wrap points in (x,y), map to (u,v)\n vec3 xw = mod(vec3(p0.x, p1.x, p2.x), per.x);\n vec3 yw = mod(vec3(p0.y, p1.y, p2.y), per.y);\n vec3 iuw = xw + 0.5 * yw;\n vec3 ivw = yw;\n\n // Create gradients from indices\n vec2 g0 = rgrad2(vec2(iuw.x, ivw.x), rot);\n vec2 g1 = rgrad2(vec2(iuw.y, ivw.y), rot);\n vec2 g2 = rgrad2(vec2(iuw.z, ivw.z), rot);\n\n // Gradients dot vectors to corresponding corners\n // (The derivatives of this are simply the gradients)\n vec3 w = vec3(dot(g0, d0), dot(g1, d1), dot(g2, d2));\n\n // Radial weights from corners\n // 0.8 is the square of 2/sqrt(5), the distance from\n // a grid point to the nearest simplex boundary\n vec3 t = 0.8 - vec3(dot(d0, d0), dot(d1, d1), dot(d2, d2));\n\n // Partial derivatives for analytical gradient computation\n vec3 dtdx = -2.0 * vec3(d0.x, d1.x, d2.x);\n vec3 dtdy = -2.0 * vec3(d0.y, d1.y, d2.y);\n\n // Set influence of each surflet to zero outside radius sqrt(0.8)\n if (t.x < 0.0) {\n dtdx.x = 0.0;\n dtdy.x = 0.0;\n\tt.x = 0.0;\n }\n if (t.y < 0.0) {\n dtdx.y = 0.0;\n dtdy.y = 0.0;\n\tt.y = 0.0;\n }\n if (t.z < 0.0) {\n dtdx.z = 0.0;\n dtdy.z = 0.0;\n\tt.z = 0.0;\n }\n\n // Fourth power of t (and third power for derivative)\n vec3 t2 = t * t;\n vec3 t4 = t2 * t2;\n vec3 t3 = t2 * t;\n\n // Final noise value is:\n // sum of ((radial weights) times (gradient dot vector from corner))\n float n = dot(t4, w);\n\n // Final analytical derivative (gradient of a sum of scalar products)\n vec2 dt0 = vec2(dtdx.x, dtdy.x) * 4.0 * t3.x;\n vec2 dn0 = t4.x * g0 + dt0 * w.x;\n vec2 dt1 = vec2(dtdx.y, dtdy.y) * 4.0 * t3.y;\n vec2 dn1 = t4.y * g1 + dt1 * w.y;\n vec2 dt2 = vec2(dtdx.z, dtdy.z) * 4.0 * t3.z;\n vec2 dn2 = t4.z * g2 + dt2 * w.z;\n\n return 11.0*vec3(n, dn0 + dn1 + dn2);\n}\n\n//\n// 2-D tiling simplex noise with fixed gradients\n// and analytical derivative.\n// This function is implemented as a wrapper to \"psrdnoise\",\n// at the minimal cost of three extra additions.\n//\nvec3 psdnoise(vec2 pos, vec2 per) {\n return psrdnoise(pos, per, 0.0);\n}\n\n//\n// 2-D tiling simplex noise with rotating gradients,\n// but without the analytical derivative.\n//\nfloat psrnoise(vec2 pos, vec2 per, float rot) {\n // Offset y slightly to hide some rare artifacts\n pos.y += 0.001;\n // Skew to hexagonal grid\n vec2 uv = vec2(pos.x + pos.y*0.5, pos.y);\n\n vec2 i0 = floor(uv);\n vec2 f0 = fract(uv);\n // Traversal order\n vec2 i1 = (f0.x > f0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n // Unskewed grid points in (x,y) space\n vec2 p0 = vec2(i0.x - i0.y * 0.5, i0.y);\n vec2 p1 = vec2(p0.x + i1.x - i1.y * 0.5, p0.y + i1.y);\n vec2 p2 = vec2(p0.x + 0.5, p0.y + 1.0);\n\n // Integer grid point indices in (u,v) space\n i1 = i0 + i1;\n vec2 i2 = i0 + vec2(1.0, 1.0);\n\n // Vectors in unskewed (x,y) coordinates from\n // each of the simplex corners to the evaluation point\n vec2 d0 = pos - p0;\n vec2 d1 = pos - p1;\n vec2 d2 = pos - p2;\n\n // Wrap i0, i1 and i2 to the desired period before gradient hashing:\n // wrap points in (x,y), map to (u,v)\n vec3 xw = mod(vec3(p0.x, p1.x, p2.x), per.x);\n vec3 yw = mod(vec3(p0.y, p1.y, p2.y), per.y);\n vec3 iuw = xw + 0.5 * yw;\n vec3 ivw = yw;\n\n // Create gradients from indices\n vec2 g0 = rgrad2(vec2(iuw.x, ivw.x), rot);\n vec2 g1 = rgrad2(vec2(iuw.y, ivw.y), rot);\n vec2 g2 = rgrad2(vec2(iuw.z, ivw.z), rot);\n\n // Gradients dot vectors to corresponding corners\n // (The derivatives of this are simply the gradients)\n vec3 w = vec3(dot(g0, d0), dot(g1, d1), dot(g2, d2));\n\n // Radial weights from corners\n // 0.8 is the square of 2/sqrt(5), the distance from\n // a grid point to the nearest simplex boundary\n vec3 t = 0.8 - vec3(dot(d0, d0), dot(d1, d1), dot(d2, d2));\n\n // Set influence of each surflet to zero outside radius sqrt(0.8)\n t = max(t, 0.0);\n\n // Fourth power of t\n vec3 t2 = t * t;\n vec3 t4 = t2 * t2;\n\n // Final noise value is:\n // sum of ((radial weights) times (gradient dot vector from corner))\n float n = dot(t4, w);\n\n // Rescale to cover the range [-1,1] reasonably well\n return 11.0*n;\n}\n\n//\n// 2-D tiling simplex noise with fixed gradients,\n// without the analytical derivative.\n// This function is implemented as a wrapper to \"psrnoise\",\n// at the minimal cost of three extra additions.\n//\nfloat psnoise(vec2 pos, vec2 per) {\n return psrnoise(pos, per, 0.0);\n}\n\n//\n// 2-D non-tiling simplex noise with rotating gradients and analytical derivative.\n// The first component of the 3-element return vector is the noise value,\n// and the second and third components are the x and y partial derivatives.\n//\nvec3 srdnoise(vec2 pos, float rot) {\n // Offset y slightly to hide some rare artifacts\n pos.y += 0.001;\n // Skew to hexagonal grid\n vec2 uv = vec2(pos.x + pos.y*0.5, pos.y);\n\n vec2 i0 = floor(uv);\n vec2 f0 = fract(uv);\n // Traversal order\n vec2 i1 = (f0.x > f0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n // Unskewed grid points in (x,y) space\n vec2 p0 = vec2(i0.x - i0.y * 0.5, i0.y);\n vec2 p1 = vec2(p0.x + i1.x - i1.y * 0.5, p0.y + i1.y);\n vec2 p2 = vec2(p0.x + 0.5, p0.y + 1.0);\n\n // Integer grid point indices in (u,v) space\n i1 = i0 + i1;\n vec2 i2 = i0 + vec2(1.0, 1.0);\n\n // Vectors in unskewed (x,y) coordinates from\n // each of the simplex corners to the evaluation point\n vec2 d0 = pos - p0;\n vec2 d1 = pos - p1;\n vec2 d2 = pos - p2;\n\n vec3 x = vec3(p0.x, p1.x, p2.x);\n vec3 y = vec3(p0.y, p1.y, p2.y);\n vec3 iuw = x + 0.5 * y;\n vec3 ivw = y;\n\n // Avoid precision issues in permutation\n iuw = mod289(iuw);\n ivw = mod289(ivw);\n\n // Create gradients from indices\n vec2 g0 = rgrad2(vec2(iuw.x, ivw.x), rot);\n vec2 g1 = rgrad2(vec2(iuw.y, ivw.y), rot);\n vec2 g2 = rgrad2(vec2(iuw.z, ivw.z), rot);\n\n // Gradients dot vectors to corresponding corners\n // (The derivatives of this are simply the gradients)\n vec3 w = vec3(dot(g0, d0), dot(g1, d1), dot(g2, d2));\n\n // Radial weights from corners\n // 0.8 is the square of 2/sqrt(5), the distance from\n // a grid point to the nearest simplex boundary\n vec3 t = 0.8 - vec3(dot(d0, d0), dot(d1, d1), dot(d2, d2));\n\n // Partial derivatives for analytical gradient computation\n vec3 dtdx = -2.0 * vec3(d0.x, d1.x, d2.x);\n vec3 dtdy = -2.0 * vec3(d0.y, d1.y, d2.y);\n\n // Set influence of each surflet to zero outside radius sqrt(0.8)\n if (t.x < 0.0) {\n dtdx.x = 0.0;\n dtdy.x = 0.0;\n\tt.x = 0.0;\n }\n if (t.y < 0.0) {\n dtdx.y = 0.0;\n dtdy.y = 0.0;\n\tt.y = 0.0;\n }\n if (t.z < 0.0) {\n dtdx.z = 0.0;\n dtdy.z = 0.0;\n\tt.z = 0.0;\n }\n\n // Fourth power of t (and third power for derivative)\n vec3 t2 = t * t;\n vec3 t4 = t2 * t2;\n vec3 t3 = t2 * t;\n\n // Final noise value is:\n // sum of ((radial weights) times (gradient dot vector from corner))\n float n = dot(t4, w);\n\n // Final analytical derivative (gradient of a sum of scalar products)\n vec2 dt0 = vec2(dtdx.x, dtdy.x) * 4.0 * t3.x;\n vec2 dn0 = t4.x * g0 + dt0 * w.x;\n vec2 dt1 = vec2(dtdx.y, dtdy.y) * 4.0 * t3.y;\n vec2 dn1 = t4.y * g1 + dt1 * w.y;\n vec2 dt2 = vec2(dtdx.z, dtdy.z) * 4.0 * t3.z;\n vec2 dn2 = t4.z * g2 + dt2 * w.z;\n\n return 11.0*vec3(n, dn0 + dn1 + dn2);\n}\n\n//\n// 2-D non-tiling simplex noise with fixed gradients and analytical derivative.\n// This function is implemented as a wrapper to \"srdnoise\",\n// at the minimal cost of three extra additions.\n//\nvec3 sdnoise(vec2 pos) {\n return srdnoise(pos, 0.0);\n}\n\n//\n// 2-D non-tiling simplex noise with rotating gradients,\n// without the analytical derivative.\n//\nfloat srnoise(vec2 pos, float rot) {\n // Offset y slightly to hide some rare artifacts\n pos.y += 0.001;\n // Skew to hexagonal grid\n vec2 uv = vec2(pos.x + pos.y*0.5, pos.y);\n\n vec2 i0 = floor(uv);\n vec2 f0 = fract(uv);\n // Traversal order\n vec2 i1 = (f0.x > f0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n // Unskewed grid points in (x,y) space\n vec2 p0 = vec2(i0.x - i0.y * 0.5, i0.y);\n vec2 p1 = vec2(p0.x + i1.x - i1.y * 0.5, p0.y + i1.y);\n vec2 p2 = vec2(p0.x + 0.5, p0.y + 1.0);\n\n // Integer grid point indices in (u,v) space\n i1 = i0 + i1;\n vec2 i2 = i0 + vec2(1.0, 1.0);\n\n // Vectors in unskewed (x,y) coordinates from\n // each of the simplex corners to the evaluation point\n vec2 d0 = pos - p0;\n vec2 d1 = pos - p1;\n vec2 d2 = pos - p2;\n\n // Wrap i0, i1 and i2 to the desired period before gradient hashing:\n // wrap points in (x,y), map to (u,v)\n vec3 x = vec3(p0.x, p1.x, p2.x);\n vec3 y = vec3(p0.y, p1.y, p2.y);\n vec3 iuw = x + 0.5 * y;\n vec3 ivw = y;\n\n // Avoid precision issues in permutation\n iuw = mod289(iuw);\n ivw = mod289(ivw);\n\n // Create gradients from indices\n vec2 g0 = rgrad2(vec2(iuw.x, ivw.x), rot);\n vec2 g1 = rgrad2(vec2(iuw.y, ivw.y), rot);\n vec2 g2 = rgrad2(vec2(iuw.z, ivw.z), rot);\n\n // Gradients dot vectors to corresponding corners\n // (The derivatives of this are simply the gradients)\n vec3 w = vec3(dot(g0, d0), dot(g1, d1), dot(g2, d2));\n\n // Radial weights from corners\n // 0.8 is the square of 2/sqrt(5), the distance from\n // a grid point to the nearest simplex boundary\n vec3 t = 0.8 - vec3(dot(d0, d0), dot(d1, d1), dot(d2, d2));\n\n // Set influence of each surflet to zero outside radius sqrt(0.8)\n t = max(t, 0.0);\n\n // Fourth power of t\n vec3 t2 = t * t;\n vec3 t4 = t2 * t2;\n\n // Final noise value is:\n // sum of ((radial weights) times (gradient dot vector from corner))\n float n = dot(t4, w);\n\n // Rescale to cover the range [-1,1] reasonably well\n return 11.0*n;\n}\n\n//\n// 2-D non-tiling simplex noise with fixed gradients,\n// without the analytical derivative.\n// This function is implemented as a wrapper to \"srnoise\",\n// at the minimal cost of three extra additions.\n// Note: if this kind of noise is all you want, there are faster\n// GLSL implementations of non-tiling simplex noise out there.\n// This one is included mainly for completeness and compatibility\n// with the other functions in the file.\n//\nfloat snoise(vec2 pos) {\n return srnoise(pos, 0.0);\n}\n"; // eslint-disable-line
9842
- var noise_simplex = "#include <noise_simplex_2D>\n#include <noise_simplex_3D>\n#include <noise_simplex_3D_grad>\n#include <noise_simplex_4D>\n"; // eslint-disable-line
9843
- var noise_simplex_2D = "//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nfloat simplex( vec2 v ) {\n\n const vec4 C = vec4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439 ); // 1.0 / 41.0\n // First corner\n vec2 i = floor( v + dot( v, C.yy ) );\n vec2 x0 = v - i + dot( i, C.xx );\n\n // Other corners\n vec2 i1;\n //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n //i1.y = 1.0 - i1.x;\n i1 = ( x0.x > x0.y ) ? vec2( 1.0, 0.0 ) : vec2( 0.0, 1.0 );\n // x0 = x0 - 0.0 + 0.0 * C.xx ;\n // x1 = x0 - i1 + 1.0 * C.xx ;\n // x2 = x0 - 1.0 + 2.0 * C.xx ;\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289( i ); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3( 0.0, i1.y, 1.0 ) )\n + i.x + vec3( 0.0, i1.x, 1.0 ) );\n\n vec3 m = max( 0.5 - vec3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract( p * C.www ) - 1.0;\n vec3 h = abs( x ) - 0.5;\n vec3 ox = floor( x + 0.5 );\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot( m, g );\n\n}\n"; // eslint-disable-line
9844
- var noise_simplex_3D = "//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nfloat simplex( vec3 v ) {\n\n const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );\n const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );\n\n // First corner\n vec3 i = floor( v + dot( v, C.yyy ) );\n vec3 x0 = v - i + dot( i, C.xxx );\n\n // Other corners\n vec3 g = step( x0.yzx, x0.xyz );\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289( i );\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor( p * ns.z * ns.z ); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs( x ) - abs( y );\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor( b0 ) * 2.0 + 1.0;\n vec4 s1 = floor( b1 ) * 2.0 + 1.0;\n vec4 sh = - step( h, vec4( 0.0 ) );\n\n vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;\n\n vec3 p0 = vec3( a0.xy, h.x );\n vec3 p1 = vec3( a0.zw, h.y );\n vec3 p2 = vec3( a1.xy, h.z );\n vec3 p3 = vec3( a1.zw, h.w );\n\n //Normalise gradients\n vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),\n dot( p2, x2 ), dot( p3, x3 ) ) );\n\n}\n"; // eslint-disable-line
9845
- var noise_simplex_3D_grad = "//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20150104 (JcBernack)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nfloat simplex( vec3 v, out vec3 gradient ) {\n\n const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );\n const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );\n\n // First corner\n vec3 i = floor( v + dot( v, C.yyy ) );\n vec3 x0 = v - i + dot( i, C.xxx ) ;\n\n // Other corners\n vec3 g = step( x0.yzx, x0.xyz );\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289( i );\n vec4 p = permute( permute( permute(\n i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )\n + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )\n + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ * ns.x + ns.yyyy;\n vec4 y = y_ * ns.x + ns.yyyy;\n vec4 h = 1.0 - abs( x ) - abs( y );\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor( b0 ) * 2.0 + 1.0;\n vec4 s1 = floor( b1 ) * 2.0 + 1.0;\n vec4 sh = - step( h, vec4( 0.0 ) );\n\n vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;\n\n vec3 p0 = vec3( a0.xy, h.x );\n vec3 p1 = vec3( a0.zw, h.y );\n vec3 p2 = vec3( a1.xy, h.z );\n vec3 p3 = vec3( a1.zw, h.w );\n\n //Normalise gradients\n vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );\n vec4 m2 = m * m;\n vec4 m4 = m2 * m2;\n vec4 pdotx = vec4( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ), dot( p3, x3 ) );\n\n // Determine noise gradient\n vec4 temp = m2 * m * pdotx;\n gradient = - 8.0 * ( temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3 );\n gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;\n gradient *= 42.0;\n\n return 42.0 * dot( m4, pdotx );\n\n}\n"; // eslint-disable-line
9846
- var noise_simplex_4D = "//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nvec4 grad4( float j, vec4 ip ) {\n\n const vec4 ones = vec4( 1.0, 1.0, 1.0, -1.0 );\n vec4 p, s;\n\n p.xyz = floor( fract( vec3( j ) * ip.xyz ) * 7.0 ) * ip.z - 1.0;\n p.w = 1.5 - dot( abs( p.xyz ), ones.xyz );\n s = vec4( lessThan( p, vec4( 0.0 ) ) );\n p.xyz = p.xyz + ( s.xyz * 2.0 - 1.0 ) * s.www;\n\n return p;\n\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat simplex(vec4 v) {\n\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor( v + dot( v, vec4( F4 ) ) );\n vec4 x0 = v - i + dot( i, C.xxxx );\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0 - 1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0 - 2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289( i );\n float j0 = permute( permute( permute( permute( i.w ) + i.z ) + i.y ) + i.x );\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4( 1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0 );\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt( dot( p4, p4 ) );\n\n // Mix contributions from the five corners\n vec3 m0 = max( 0.6 - vec3( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ) ), 0.0 );\n vec2 m1 = max( 0.6 - vec2( dot( x3, x3 ), dot( x4, x4 ) ), 0.0 );\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n"; // eslint-disable-line
9837
+ var noise_common = "// Common helper functions for simplex noise.\n// Algorithm: Ken Perlin, \"Noise hardware\" (2001) — simplex lattice improvement over classic Perlin noise (1985).\n// GLSL implementation: Ian McEwan, Ashima Arts (MIT License) — https://github.com/ashima/webgl-noise\n\n// Modulo 289 without a division (only multiplications)\nvec4 mod289( vec4 x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\nvec3 mod289( vec3 x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\nvec2 mod289( vec2 x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\nfloat mod289( float x ) {\n\n return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0;\n\n}\n\n// Modulo 7 without a division\nvec4 mod7( vec4 x ) {\n\n return x - floor( x * ( 1.0 / 7.0 ) ) * 7.0;\n\n}\n\nvec3 mod7( vec3 x ) {\n\n return x - floor( x * ( 1.0 / 7.0 ) ) * 7.0;\n\n}\n\n// Permutation polynomial: (34x^2 + x) mod 289\nvec4 permute( vec4 x ) {\n\n return mod289( ( 34.0 * x + 1.0 ) * x);\n\n}\n\nvec3 permute( vec3 x ) {\n\n return mod289( ( 34.0 * x + 1.0 ) * x );\n\n}\n\nfloat permute( float x ) {\n\n return mod289( ( ( x * 34.0 ) + 1.0 ) * x );\n\n}\n\nvec4 taylorInvSqrt( vec4 r ) {\n\n return 1.79284291400159 - 0.85373472095314 * r;\n\n}\n\nfloat taylorInvSqrt( float r ) {\n\n return 1.79284291400159 - 0.85373472095314 * r;\n\n}\n\nvec4 fade( vec4 t ) {\n\n return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );\n\n}\n\nvec3 fade( vec3 t ) {\n\n return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );\n\n}\n\nvec2 fade( vec2 t ) {\n\n return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );\n\n}\n\n#define K 0.142857142857 // 1/7\n#define Ko 0.428571428571 // 1/2-K/2\n#define K2 0.020408163265306 // 1/(7*7)\n#define Kd2 0.0714285714285 // K/2\n#define Kz 0.166666666667 // 1/6\n#define Kzo 0.416666666667 // 1/2-1/6*2\n#define jitter 1.0 // smaller jitter gives more regular pattern\n#define jitter1 0.8 // smaller jitter gives less errors in F1 F2\n"; // eslint-disable-line
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+ var noise_simplex_3D_grad = "// 3D simplex noise analytical gradient.\n// Algorithm: Ken Perlin, \"Noise hardware\" (2001) simplex lattice improvement over classic Perlin noise (1985).\n// Curl noise: Robert Bridson et al., \"Curl-noise for procedural fluid flow\" (2007).\n// GLSL implementation: Ian McEwan, Ashima Arts (MIT License) — https://github.com/ashima/webgl-noise\n\nvec3 simplexGrad( vec3 v ) {\n\n const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );\n const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );\n\n // First corner\n vec3 i = floor( v + dot( v, C.yyy ) );\n vec3 x0 = v - i + dot( i, C.xxx ) ;\n\n // Other corners\n vec3 g = step( x0.yzx, x0.xyz );\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289( i );\n vec4 p = permute( permute( permute(\n i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )\n + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )\n + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ * ns.x + ns.yyyy;\n vec4 y = y_ * ns.x + ns.yyyy;\n vec4 h = 1.0 - abs( x ) - abs( y );\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor( b0 ) * 2.0 + 1.0;\n vec4 s1 = floor( b1 ) * 2.0 + 1.0;\n vec4 sh = - step( h, vec4( 0.0 ) );\n\n vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;\n\n vec3 p0 = vec3( a0.xy, h.x );\n vec3 p1 = vec3( a0.zw, h.y );\n vec3 p2 = vec3( a1.xy, h.z );\n vec3 p3 = vec3( a1.zw, h.w );\n\n //Normalise gradients\n vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );\n vec4 m2 = m * m;\n vec4 m4 = m2 * m2;\n vec4 pdotx = vec4( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ), dot( p3, x3 ) );\n\n // Compute and return noise gradient\n vec4 temp = m2 * m * pdotx;\n vec3 grad = - 8.0 * ( temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3 );\n grad += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;\n return grad * 42.0;\n\n}\n"; // eslint-disable-line
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  var pbr_frag_define = "#define MIN_PERCEPTUAL_ROUGHNESS 0.045\n#define MIN_ROUGHNESS 0.002025\n\nuniform float material_AlphaCutoff;\nuniform vec4 material_BaseColor;\nuniform float material_Metal;\nuniform float material_Roughness;\nuniform float material_IOR;\nuniform vec3 material_EmissiveColor;\nuniform float material_NormalIntensity;\nuniform float material_OcclusionIntensity;\nuniform float material_OcclusionTextureCoord;\nuniform float material_SpecularIntensity;\nuniform vec3 material_SpecularColor;\n\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n uniform float material_ClearCoat;\n uniform float material_ClearCoatRoughness;\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n uniform sampler2D material_ClearCoatTexture;\n #endif\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n uniform sampler2D material_ClearCoatRoughnessTexture;\n #endif\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n uniform sampler2D material_ClearCoatNormalTexture;\n #endif\n#endif\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n uniform vec3 material_AnisotropyInfo;\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n uniform sampler2D material_AnisotropyTexture;\n #endif\n#endif\n\n// Texture\n#ifdef MATERIAL_HAS_BASETEXTURE\n uniform sampler2D material_BaseTexture;\n#endif\n\n#ifdef MATERIAL_HAS_NORMALTEXTURE\n uniform sampler2D material_NormalTexture;\n#endif\n\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n uniform sampler2D material_EmissiveTexture;\n#endif\n\n#ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n uniform sampler2D material_RoughnessMetallicTexture;\n#endif\n\n#ifdef MATERIAL_HAS_SPECULAR_TEXTURE\n uniform sampler2D material_SpecularIntensityTexture;\n#endif\n\n#ifdef MATERIAL_HAS_SPECULAR_COLOR_TEXTURE\n uniform sampler2D material_SpecularColorTexture;\n#endif\n\n#ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n uniform sampler2D material_OcclusionTexture;\n#endif\n\n\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform float material_SheenRoughness;\n uniform vec3 material_SheenColor;\n #ifdef MATERIAL_HAS_SHEEN_TEXTURE\n uniform sampler2D material_SheenTexture;\n #endif\n\n #ifdef MATERIAL_HAS_SHEEN_ROUGHNESS_TEXTURE\n uniform sampler2D material_SheenRoughnessTexture;\n #endif\n#endif\n\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n uniform vec4 material_IridescenceInfo;\n #ifdef MATERIAL_HAS_IRIDESCENCE_THICKNESS_TEXTURE\n uniform sampler2D material_IridescenceThicknessTexture;\n #endif\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_TEXTURE\n uniform sampler2D material_IridescenceTexture;\n #endif\n#endif\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION\n uniform float material_Transmission;\n #ifdef MATERIAL_HAS_TRANSMISSION_TEXTURE\n uniform sampler2D material_TransmissionTexture;\n #endif\n\n #ifdef MATERIAL_HAS_THICKNESS\n uniform vec3 material_AttenuationColor;\n uniform float material_AttenuationDistance;\n uniform float material_Thickness;\n\n #ifdef MATERIAL_HAS_THICKNESS_TEXTURE\n uniform sampler2D material_ThicknessTexture;\n #endif\n #endif\n#endif\n\n// Runtime\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n\nstruct Geometry {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n float dotNV;\n \n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatNormal;\n float clearCoatDotNV;\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 anisotropicT;\n vec3 anisotropicB;\n vec3 anisotropicN;\n float anisotropy;\n #endif\n};\n\nstruct Material {\n vec3 diffuseColor;\n float roughness;\n vec3 specularF0;\n vec3 resolvedSpecularF0;\n float specularF90;\n float specularIntensity;\n vec3 specularColor;\n float opacity;\n float diffuseAO;\n float specularAO;\n vec3 envSpecularDFG;\n vec3 energyCompensation; // Multi-scattering energy compensation factor\n float IOR;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoat;\n float clearCoatRoughness;\n #endif\n\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n float iridescenceIOR;\n float iridescenceFactor;\n float iridescenceThickness;\n vec3 iridescenceSpecularColor;\n #endif\n\n #ifdef MATERIAL_ENABLE_SHEEN\n float sheenRoughness;\n vec3 sheenColor;\n float sheenScaling;\n float approxIBLSheenDG;\n #endif\n\n #ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 absorptionCoefficient;\n float transmission;\n float thickness;\n #endif\n};\n"; // eslint-disable-line
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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
@@ -9882,7 +9874,8 @@ var color_over_lifetime_module = "#if defined(RENDERER_COL_GRADIENT) || defined(
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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
9884
9876
  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
9877
+ var noise_module = "#ifdef RENDERER_NOISE_MODULE_ENABLED\n\n#include <noise_common>\n#include <noise_simplex_3D_grad>\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 sampleCurlNoise3D(vec3 coord) {\n float axisOffset = 100.0;\n vec3 gradX = simplexGrad(vec3(coord.z, coord.y, coord.x));\n vec3 gradY = simplexGrad(vec3(coord.x + axisOffset, coord.z, coord.y));\n vec3 gradZ = simplexGrad(vec3(coord.y, coord.x + axisOffset, coord.z));\n return vec3(\n gradZ.x - gradY.y,\n gradX.x - gradZ.y,\n gradY.x - gradX.y\n );\n}\n\nvec3 computeNoiseVelocity(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 = sampleCurlNoise3D(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 * sampleCurlNoise3D(coord * octaveFrequencyMultiplier);\n\n if (octaveCount >= 3) {\n amplitude *= octaveIntensityMultiplier;\n totalAmplitude += amplitude;\n noiseValue += amplitude * sampleCurlNoise3D(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
9878
+ 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 // 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 += computeNoiseVelocity(noiseBasePos, normalizedAge);\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
9879
  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
9880
  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
9881
  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 +9890,7 @@ var ParticleShaderLib = {
9897
9890
  texture_sheet_animation_module: texture_sheet_animation_module,
9898
9891
  force_over_lifetime_module: force_over_lifetime_module,
9899
9892
  limit_velocity_over_lifetime_module: limit_velocity_over_lifetime_module,
9893
+ noise_module: noise_module,
9900
9894
  particle_feedback_simulation: particle_feedback_simulation,
9901
9895
  sphere_billboard: sphere_billboard,
9902
9896
  stretched_billboard: stretched_billboard,
@@ -9936,21 +9930,7 @@ var ShaderLib = _extends$2({
9936
9930
  begin_viewdir_frag: begin_viewdir_frag,
9937
9931
  mobile_blinnphong_frag: mobile_blinnphong_frag,
9938
9932
  noise_common: noise_common,
9939
- noise_cellular_2D: noise_cellular_2D,
9940
- noise_cellular_2x2: noise_cellular_2x2,
9941
- noise_cellular_2x2x2: noise_cellular_2x2x2,
9942
- noise_cellular_3D: noise_cellular_3D,
9943
- noise_cellular: noise_cellular,
9944
- noise_perlin_2D: noise_perlin_2D,
9945
- noise_perlin_3D: noise_perlin_3D,
9946
- noise_perlin_4D: noise_perlin_4D,
9947
- noise_perlin: noise_perlin,
9948
- noise_psrd_2D: noise_psrd_2D,
9949
- noise_simplex_2D: noise_simplex_2D,
9950
- noise_simplex_3D_grad: noise_simplex_3D_grad,
9951
- noise_simplex_3D: noise_simplex_3D,
9952
- noise_simplex_4D: noise_simplex_4D,
9953
- noise_simplex: noise_simplex
9933
+ noise_simplex_3D_grad: noise_simplex_3D_grad
9954
9934
  }, ShadowLib, PBRShaderLib, {
9955
9935
  normal_get: normal_get
9956
9936
  }, ParticleShaderLib);
@@ -10736,26 +10716,483 @@ ShaderTagKey._nameMap = Object.create(null);
10736
10716
  return ShaderProgram;
10737
10717
  }();
10738
10718
  ShaderProgram._counter = 0;
10719
+ function _array_like_to_array$2(arr, len) {
10720
+ if (len == null || len > arr.length) len = arr.length;
10721
+ for(var i = 0, arr2 = new Array(len); i < len; i++)arr2[i] = arr[i];
10722
+ return arr2;
10723
+ }
10724
+ function _unsupported_iterable_to_array$2(o, minLen) {
10725
+ if (!o) return;
10726
+ if (typeof o === "string") return _array_like_to_array$2(o, minLen);
10727
+ var n = Object.prototype.toString.call(o).slice(8, -1);
10728
+ if (n === "Object" && o.constructor) n = o.constructor.name;
10729
+ if (n === "Map" || n === "Set") return Array.from(n);
10730
+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array$2(o, minLen);
10731
+ }
10732
+ function _create_for_of_iterator_helper_loose$2(o, allowArrayLike) {
10733
+ var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
10734
+ if (it) return (it = it.call(o)).next.bind(it);
10735
+ // Fallback for engines without symbol support
10736
+ if (Array.isArray(o) || (it = _unsupported_iterable_to_array$2(o)) || allowArrayLike && o && typeof o.length === "number") {
10737
+ if (it) o = it;
10738
+ var i = 0;
10739
+ return function() {
10740
+ if (i >= o.length) return {
10741
+ done: true
10742
+ };
10743
+ return {
10744
+ done: false,
10745
+ value: o[i++]
10746
+ };
10747
+ };
10748
+ }
10749
+ throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
10750
+ }
10751
+ /**
10752
+ * Directive types for shader preprocessor instructions.
10753
+ */ var ShaderPreprocessorDirective = /*#__PURE__*/ function(ShaderPreprocessorDirective) {
10754
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Text"] = 0] = "Text";
10755
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfDef"] = 1] = "IfDef";
10756
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfNdef"] = 2] = "IfNdef";
10757
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfCmp"] = 3] = "IfCmp";
10758
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["IfExpr"] = 4] = "IfExpr";
10759
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Else"] = 5] = "Else";
10760
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Endif"] = 6] = "Endif";
10761
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Define"] = 7] = "Define";
10762
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["DefineVal"] = 8] = "DefineVal";
10763
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["DefineFunc"] = 9] = "DefineFunc";
10764
+ ShaderPreprocessorDirective[ShaderPreprocessorDirective["Undef"] = 10] = "Undef";
10765
+ return ShaderPreprocessorDirective;
10766
+ }({});
10767
+ /**
10768
+ * @internal
10769
+ */ var ShaderMacroProcessor = /*#__PURE__*/ function() {
10770
+ function ShaderMacroProcessor() {}
10771
+ /**
10772
+ * Evaluate a flat instruction array with active macros.
10773
+ * Macros are expanded immediately when text chunks are collected,
10774
+ * using the current macro state at that point (conforming to GLSL/C99 §6.10 standard).
10775
+ * @param instructions - Pre-parsed instruction array
10776
+ * @param macros - Active runtime macros
10777
+ * @returns Pure GLSL string with all conditionals resolved and macros expanded
10778
+ */ ShaderMacroProcessor.evaluate = function evaluate(instructions, macros) {
10779
+ var valueMacros = ShaderMacroProcessor._valueMacros;
10780
+ var funcMacros = ShaderMacroProcessor._funcMacros;
10781
+ var shaderChunks = ShaderMacroProcessor._shaderChunks;
10782
+ valueMacros.clear();
10783
+ funcMacros.clear();
10784
+ shaderChunks.length = 0;
10785
+ for(var _iterator = _create_for_of_iterator_helper_loose$2(macros), _step; !(_step = _iterator()).done;){
10786
+ var _step_value = _step.value, name = _step_value[0], value = _step_value[1];
10787
+ valueMacros.set(name, value);
10788
+ }
10789
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
10790
+ var index = 0;
10791
+ var length = instructions.length;
10792
+ while(index < length){
10793
+ var instruction = instructions[index];
10794
+ switch(instruction[0]){
10795
+ case ShaderPreprocessorDirective.Text:
10796
+ // Immediately expand macros using current macro state (GLSL/C99 conformant)
10797
+ shaderChunks.push(ShaderMacroProcessor._expandChunk(instruction[1], valueMacros, funcMacros));
10798
+ index++;
10799
+ break;
10800
+ case ShaderPreprocessorDirective.IfDef:
10801
+ {
10802
+ var name1 = instruction[1];
10803
+ index = valueMacros.has(name1) || funcMacros.has(name1) ? index + 1 : instruction[2];
10804
+ break;
10805
+ }
10806
+ case ShaderPreprocessorDirective.IfNdef:
10807
+ {
10808
+ var name2 = instruction[1];
10809
+ index = !valueMacros.has(name2) && !funcMacros.has(name2) ? index + 1 : instruction[2];
10810
+ break;
10811
+ }
10812
+ case ShaderPreprocessorDirective.IfCmp:
10813
+ {
10814
+ var name3 = instruction[1];
10815
+ var val = valueMacros.get(name3);
10816
+ var matched = val !== undefined && ShaderMacroProcessor._compareValues(Number(val) || 0, instruction[2], instruction[3]);
10817
+ index = matched ? index + 1 : instruction[4];
10818
+ break;
10819
+ }
10820
+ case ShaderPreprocessorDirective.IfExpr:
10821
+ index = ShaderMacroProcessor._evalCondition(instruction[1], valueMacros, funcMacros) ? index + 1 : instruction[2];
10822
+ break;
10823
+ case ShaderPreprocessorDirective.Else:
10824
+ index = instruction[1];
10825
+ break;
10826
+ case ShaderPreprocessorDirective.Endif:
10827
+ index++;
10828
+ break;
10829
+ case ShaderPreprocessorDirective.Define:
10830
+ valueMacros.set(instruction[1], "");
10831
+ index++;
10832
+ break;
10833
+ case ShaderPreprocessorDirective.DefineVal:
10834
+ valueMacros.set(instruction[1], instruction[2]);
10835
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
10836
+ index++;
10837
+ break;
10838
+ case ShaderPreprocessorDirective.DefineFunc:
10839
+ funcMacros.set(instruction[1], {
10840
+ params: instruction[2],
10841
+ body: instruction[3]
10842
+ });
10843
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
10844
+ index++;
10845
+ break;
10846
+ case ShaderPreprocessorDirective.Undef:
10847
+ valueMacros.delete(instruction[1]);
10848
+ funcMacros.delete(instruction[1]);
10849
+ index++;
10850
+ break;
10851
+ default:
10852
+ index++;
10853
+ break;
10854
+ }
10855
+ }
10856
+ return ShaderMacroProcessor._concatChunks(shaderChunks);
10857
+ };
10858
+ /**
10859
+ * Expand macros in a single text chunk using the current macro state.
10860
+ * Returns the chunk as-is if no expandable macros exist.
10861
+ */ ShaderMacroProcessor._expandChunk = function _expandChunk(chunk, valueMacros, funcMacros) {
10862
+ // Fast path: no expandable macros at this point
10863
+ if (funcMacros.size === 0) {
10864
+ var hasExpandable = false;
10865
+ for(var _iterator = _create_for_of_iterator_helper_loose$2(valueMacros), _step; !(_step = _iterator()).done;){
10866
+ var _step_value = _step.value, val = _step_value[1];
10867
+ if (val !== "") {
10868
+ hasExpandable = true;
10869
+ break;
10870
+ }
10871
+ }
10872
+ if (!hasExpandable) return chunk;
10873
+ }
10874
+ // Rebuild first-char filter if macros changed
10875
+ if (ShaderMacroProcessor._macroFirstCharsDirty) {
10876
+ var macroFirstChars = ShaderMacroProcessor._macroFirstChars;
10877
+ macroFirstChars.clear();
10878
+ for(var _iterator1 = _create_for_of_iterator_helper_loose$2(valueMacros.keys()), _step1; !(_step1 = _iterator1()).done;){
10879
+ var name = _step1.value;
10880
+ macroFirstChars.add(name.charCodeAt(0));
10881
+ }
10882
+ for(var _iterator2 = _create_for_of_iterator_helper_loose$2(funcMacros.keys()), _step2; !(_step2 = _iterator2()).done;){
10883
+ var name1 = _step2.value;
10884
+ macroFirstChars.add(name1.charCodeAt(0));
10885
+ }
10886
+ ShaderMacroProcessor._macroFirstCharsDirty = false;
10887
+ }
10888
+ var macroFirstChars1 = ShaderMacroProcessor._macroFirstChars;
10889
+ var expandedNames = ShaderMacroProcessor._expandedNames;
10890
+ var out = ShaderMacroProcessor._out;
10891
+ out.length = 0;
10892
+ var len = chunk.length;
10893
+ var i = 0;
10894
+ while(i < len){
10895
+ var cc = chunk.charCodeAt(i);
10896
+ if (ShaderMacroProcessor._isIdentifierStart(cc)) {
10897
+ var start = i;
10898
+ i++;
10899
+ while(i < len && ShaderMacroProcessor._isIdentifierPart(chunk.charCodeAt(i)))i++;
10900
+ // Fast path: first char not in any macro name
10901
+ if (!macroFirstChars1.has(chunk.charCodeAt(start))) {
10902
+ out.push(chunk.substring(start, i));
10903
+ continue;
10904
+ }
10905
+ var name2 = chunk.substring(start, i);
10906
+ // Try function macro
10907
+ var func = funcMacros.get(name2);
10908
+ if (func) {
10909
+ var lookAhead = i;
10910
+ while(lookAhead < len && (chunk.charCodeAt(lookAhead) === 32 /* space */ || chunk.charCodeAt(lookAhead) === 9))lookAhead++;
10911
+ if (lookAhead < len && chunk.charCodeAt(lookAhead) === 40 /* '(' */ ) {
10912
+ var args = ShaderMacroProcessor._parseFuncArgs(chunk, lookAhead);
10913
+ if (args) {
10914
+ i = args.end;
10915
+ var expanded = ShaderMacroProcessor._expandFuncBody(func, args.values);
10916
+ expandedNames.clear();
10917
+ expandedNames.add(name2);
10918
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(expanded, valueMacros, funcMacros, expandedNames));
10919
+ continue;
10920
+ }
10921
+ }
10922
+ }
10923
+ // Try value macro
10924
+ var val1 = valueMacros.get(name2);
10925
+ if (val1 !== undefined && val1 !== "") {
10926
+ expandedNames.clear();
10927
+ expandedNames.add(name2);
10928
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(val1, valueMacros, funcMacros, expandedNames));
10929
+ continue;
10930
+ }
10931
+ out.push(name2);
10932
+ continue;
10933
+ }
10934
+ // Batch collect non-identifier characters
10935
+ var batchStart = i;
10936
+ while(i < len && !ShaderMacroProcessor._isIdentifierStart(chunk.charCodeAt(i)))i++;
10937
+ out.push(chunk.substring(batchStart, i));
10938
+ }
10939
+ return out.join("");
10940
+ };
10941
+ /**
10942
+ * Recursively expand macro substitution results until no more macros remain.
10943
+ * @param macroExpansion - Intermediate text from a macro substitution that may contain further macro references
10944
+ * @param valueMacros - Current value macro definitions
10945
+ * @param funcMacros - Current function macro definitions
10946
+ * @param expandedNames - Macro names already on the expansion chain, prevents circular references (C99 §6.10.3.4)
10947
+ */ ShaderMacroProcessor._recursiveExpandMacro = function _recursiveExpandMacro(macroExpansion, valueMacros, funcMacros, expandedNames) {
10948
+ if (macroExpansion.length === 0) return macroExpansion;
10949
+ var len = macroExpansion.length;
10950
+ var out = [];
10951
+ var i = 0;
10952
+ while(i < len){
10953
+ var cc = macroExpansion.charCodeAt(i);
10954
+ if (ShaderMacroProcessor._isIdentifierStart(cc)) {
10955
+ var start = i;
10956
+ i++;
10957
+ while(i < len && ShaderMacroProcessor._isIdentifierPart(macroExpansion.charCodeAt(i)))i++;
10958
+ var name = macroExpansion.substring(start, i);
10959
+ // Skip already-expanded names (circular reference prevention)
10960
+ // Skip GL_ prefixed names (reserved GLSL built-ins, charCodes: G=71, L=76, _=95)
10961
+ if (expandedNames.has(name) || name.charCodeAt(0) === 71 && name.charCodeAt(1) === 76 && name.charCodeAt(2) === 95) {
10962
+ out.push(name);
10963
+ continue;
10964
+ }
10965
+ var func = funcMacros.get(name);
10966
+ if (func) {
10967
+ var lookAhead = i;
10968
+ while(lookAhead < len && (macroExpansion.charCodeAt(lookAhead) === 32 /* space */ || macroExpansion.charCodeAt(lookAhead) === 9))lookAhead++;
10969
+ if (lookAhead < len && macroExpansion.charCodeAt(lookAhead) === 40 /* '(' */ ) {
10970
+ var args = ShaderMacroProcessor._parseFuncArgs(macroExpansion, lookAhead);
10971
+ if (args) {
10972
+ i = args.end;
10973
+ expandedNames.add(name);
10974
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(ShaderMacroProcessor._expandFuncBody(func, args.values), valueMacros, funcMacros, expandedNames));
10975
+ expandedNames.delete(name);
10976
+ continue;
10977
+ }
10978
+ }
10979
+ }
10980
+ var val = valueMacros.get(name);
10981
+ if (val !== undefined && val !== "") {
10982
+ expandedNames.add(name);
10983
+ out.push(ShaderMacroProcessor._recursiveExpandMacro(val, valueMacros, funcMacros, expandedNames));
10984
+ expandedNames.delete(name);
10985
+ continue;
10986
+ }
10987
+ out.push(name);
10988
+ continue;
10989
+ }
10990
+ // Batch collect non-identifier characters
10991
+ var batchStart = i;
10992
+ while(i < len && !ShaderMacroProcessor._isIdentifierStart(macroExpansion.charCodeAt(i)))i++;
10993
+ out.push(macroExpansion.substring(batchStart, i));
10994
+ }
10995
+ return out.join("");
10996
+ };
10997
+ /**
10998
+ * Substitute function macro params in body.
10999
+ */ ShaderMacroProcessor._expandFuncBody = function _expandFuncBody(func, args) {
11000
+ if (func.params.length === 0 || args.length !== func.params.length) return func.body;
11001
+ var result = func.body;
11002
+ for(var i = 0; i < func.params.length; i++){
11003
+ result = ShaderMacroProcessor._replaceWord(result, func.params[i], args[i]);
11004
+ }
11005
+ return result;
11006
+ };
11007
+ /**
11008
+ * Evaluate a compound condition tree.
11009
+ */ ShaderMacroProcessor._evalCondition = function _evalCondition(cond, valueMacros, funcMacros) {
11010
+ switch(cond.t){
11011
+ case "def":
11012
+ return valueMacros.has(cond.m) || funcMacros.has(cond.m);
11013
+ case "ndef":
11014
+ return !valueMacros.has(cond.m) && !funcMacros.has(cond.m);
11015
+ case "cmp":
11016
+ {
11017
+ var val = valueMacros.get(cond.m);
11018
+ if (val === undefined) return false;
11019
+ return ShaderMacroProcessor._compareValues(Number(val) || 0, cond.op, cond.v);
11020
+ }
11021
+ case "and":
11022
+ return ShaderMacroProcessor._evalCondition(cond.l, valueMacros, funcMacros) && ShaderMacroProcessor._evalCondition(cond.r, valueMacros, funcMacros);
11023
+ case "or":
11024
+ return ShaderMacroProcessor._evalCondition(cond.l, valueMacros, funcMacros) || ShaderMacroProcessor._evalCondition(cond.r, valueMacros, funcMacros);
11025
+ case "not":
11026
+ return !ShaderMacroProcessor._evalCondition(cond.c, valueMacros, funcMacros);
11027
+ case "bool":
11028
+ return cond.v;
11029
+ }
11030
+ };
11031
+ /**
11032
+ * Evaluate a comparison operator.
11033
+ */ ShaderMacroProcessor._compareValues = function _compareValues(numVal, op, value) {
11034
+ switch(op){
11035
+ case "==":
11036
+ return numVal === value;
11037
+ case "!=":
11038
+ return numVal !== value;
11039
+ case ">":
11040
+ return numVal > value;
11041
+ case "<":
11042
+ return numVal < value;
11043
+ case ">=":
11044
+ return numVal >= value;
11045
+ case "<=":
11046
+ return numVal <= value;
11047
+ default:
11048
+ return false;
11049
+ }
11050
+ };
11051
+ /**
11052
+ * Parse function macro call arguments.
11053
+ * Returns reusable static result object to avoid allocation.
11054
+ */ ShaderMacroProcessor._parseFuncArgs = function _parseFuncArgs(text, openParen) {
11055
+ var result = ShaderMacroProcessor._parsedFuncArgs;
11056
+ result.values.length = 0;
11057
+ var level = 1;
11058
+ var argStart = openParen + 1;
11059
+ var k = argStart;
11060
+ var len = text.length;
11061
+ while(k < len && level > 0){
11062
+ var cc = text.charCodeAt(k);
11063
+ if (cc === 40 /* '(' */ ) {
11064
+ level++;
11065
+ } else if (cc === 41 /* ')' */ ) {
11066
+ if (--level === 0) {
11067
+ var arg = text.substring(argStart, k).trim();
11068
+ if (arg.length > 0 || result.values.length > 0) result.values.push(arg);
11069
+ result.end = k + 1;
11070
+ return result;
11071
+ }
11072
+ } else if (cc === 44 /* ',' */ && level === 1) {
11073
+ result.values.push(text.substring(argStart, k).trim());
11074
+ argStart = k + 1;
11075
+ }
11076
+ k++;
11077
+ }
11078
+ return null;
11079
+ };
11080
+ /**
11081
+ * Replace all whole-word occurrences of `word` in `text` with `replacement`.
11082
+ */ ShaderMacroProcessor._replaceWord = function _replaceWord(text, word, replacement) {
11083
+ var wLen = word.length;
11084
+ var parts = ShaderMacroProcessor._replaceWordParts;
11085
+ parts.length = 0;
11086
+ var start = 0;
11087
+ var idx = text.indexOf(word, start);
11088
+ while(idx !== -1){
11089
+ if (idx > 0 && ShaderMacroProcessor._isIdentifierPart(text.charCodeAt(idx - 1))) {
11090
+ idx = text.indexOf(word, idx + 1);
11091
+ continue;
11092
+ }
11093
+ var afterIdx = idx + wLen;
11094
+ if (afterIdx < text.length && ShaderMacroProcessor._isIdentifierPart(text.charCodeAt(afterIdx))) {
11095
+ idx = text.indexOf(word, idx + 1);
11096
+ continue;
11097
+ }
11098
+ parts.push(text.substring(start, idx));
11099
+ parts.push(replacement);
11100
+ start = afterIdx;
11101
+ idx = text.indexOf(word, start);
11102
+ }
11103
+ if (start === 0) return text;
11104
+ parts.push(text.substring(start));
11105
+ return parts.join("");
11106
+ };
11107
+ /**
11108
+ * Concatenate shader chunks with consecutive blank lines collapsed to a single newline.
11109
+ */ ShaderMacroProcessor._concatChunks = function _concatChunks(shaderChunks) {
11110
+ var out = ShaderMacroProcessor._out;
11111
+ out.length = 0;
11112
+ var lastNewline = false;
11113
+ for(var p = 0; p < shaderChunks.length; p++){
11114
+ var text = shaderChunks[p];
11115
+ var len = text.length;
11116
+ var i = 0;
11117
+ while(i < len){
11118
+ if (text.charCodeAt(i) === 10 /* \n */ ) {
11119
+ if (!lastNewline) {
11120
+ out.push("\n");
11121
+ lastNewline = true;
11122
+ }
11123
+ i++;
11124
+ while(i < len){
11125
+ var c = text.charCodeAt(i);
11126
+ if (c === 32 /* space */ || c === 9 /* tab */ || c === 10 /* \n */ ) i++;
11127
+ else break;
11128
+ }
11129
+ } else {
11130
+ var batchStart = i;
11131
+ while(i < len && text.charCodeAt(i) !== 10 /* \n */ )i++;
11132
+ out.push(text.substring(batchStart, i));
11133
+ lastNewline = false;
11134
+ }
11135
+ }
11136
+ }
11137
+ return out.join("");
11138
+ };
11139
+ /**
11140
+ * Check if char code is a valid identifier start.
11141
+ * Matches: [A-Z] | [a-z] | _
11142
+ */ ShaderMacroProcessor._isIdentifierStart = function _isIdentifierStart(charCode) {
11143
+ return charCode >= 65 && charCode <= 90 || charCode >= 97 && charCode <= 122 || charCode === 95;
11144
+ };
11145
+ /**
11146
+ * Check if char code is a valid identifier part.
11147
+ * Matches: [A-Z] | [a-z] | [0-9] | _
11148
+ */ ShaderMacroProcessor._isIdentifierPart = function _isIdentifierPart(charCode) {
11149
+ return charCode >= 65 && charCode <= 90 || charCode >= 97 && charCode <= 122 || charCode >= 48 && charCode <= 57 || charCode === 95;
11150
+ };
11151
+ return ShaderMacroProcessor;
11152
+ }();
11153
+ ShaderMacroProcessor._valueMacros = new Map();
11154
+ ShaderMacroProcessor._funcMacros = new Map();
11155
+ ShaderMacroProcessor._shaderChunks = [];
11156
+ ShaderMacroProcessor._out = [];
11157
+ ShaderMacroProcessor._expandedNames = new Set();
11158
+ ShaderMacroProcessor._macroFirstChars = new Set();
11159
+ ShaderMacroProcessor._macroFirstCharsDirty = true;
11160
+ ShaderMacroProcessor._replaceWordParts = [];
11161
+ ShaderMacroProcessor._parsedFuncArgs = {
11162
+ values: [],
11163
+ end: 0
11164
+ };
10739
11165
  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
11166
  /**
10741
11167
  * Shader pass containing vertex and fragment source.
10742
11168
  */ var ShaderPass = /*#__PURE__*/ function(ShaderPart) {
10743
11169
  _inherits$2(ShaderPass, ShaderPart);
10744
- function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSource, fragmentSourceOrTags, tags) {
11170
+ function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSourceOrInstructions, fragmentSourceOrTags, tagsOrPlatformTarget, tags) {
10745
11171
  var _this;
10746
11172
  _this = ShaderPart.call(this) || this, /** @internal */ _this._shaderPassId = 0, /** @internal */ _this._renderStateDataMap = {}, /** @internal */ _this._shaderProgramPools = [];
10747
11173
  _this._shaderPassId = ShaderPass._shaderPassCounter++;
10748
- if (typeof fragmentSourceOrTags === "string") {
11174
+ if (Array.isArray(vertexSourceOrFragmentSourceOrInstructions)) {
11175
+ // Instructions overload: (name, vertexInst, fragInst, platformTarget, tags?)
10749
11176
  _this._name = nameOrVertexSource;
10750
- _this._vertexSource = vertexSourceOrFragmentSource;
10751
- _this._fragmentSource = fragmentSourceOrTags;
11177
+ _this._vertexShaderInstructions = vertexSourceOrFragmentSourceOrInstructions;
11178
+ _this._fragmentShaderInstructions = fragmentSourceOrTags;
11179
+ _this._platformTarget = tagsOrPlatformTarget;
10752
11180
  tags = _extends$2({
10753
11181
  pipelineStage: PipelineStage.Forward
10754
11182
  }, tags);
11183
+ } else if (typeof fragmentSourceOrTags === "string") {
11184
+ // Named overload: (name, vertexSource, fragmentSource, tags?)
11185
+ _this._name = nameOrVertexSource;
11186
+ _this._vertexSource = vertexSourceOrFragmentSourceOrInstructions;
11187
+ _this._fragmentSource = fragmentSourceOrTags;
11188
+ tags = _extends$2({
11189
+ pipelineStage: PipelineStage.Forward
11190
+ }, tagsOrPlatformTarget);
10755
11191
  } else {
11192
+ // Unnamed overload: (vertexSource, fragmentSource, tags?)
10756
11193
  _this._name = "Default";
10757
11194
  _this._vertexSource = nameOrVertexSource;
10758
- _this._fragmentSource = vertexSourceOrFragmentSource;
11195
+ _this._fragmentSource = vertexSourceOrFragmentSourceOrInstructions;
10759
11196
  tags = _extends$2({
10760
11197
  pipelineStage: PipelineStage.Forward
10761
11198
  }, fragmentSourceOrTags);
@@ -10791,15 +11228,16 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
10791
11228
  shaderProgramPools.length = 0;
10792
11229
  };
10793
11230
  _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;
11231
+ var _ref = this._platformTarget != undefined ? this._compileShaderLabSource(engine, macroCollection) : this._compilePlatformSource(engine, macroCollection), vertexSource = _ref.vertexSource, fragmentSource = _ref.fragmentSource;
10798
11232
  return new ShaderProgram(engine, vertexSource, fragmentSource);
10799
11233
  };
10800
- _proto._getShaderLabProgram = function _getShaderLabProgram(engine, macroCollection) {
11234
+ _proto._compilePlatformSource = function _compilePlatformSource(engine, macroCollection) {
11235
+ return ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource);
11236
+ };
11237
+ _proto._compileShaderLabSource = function _compileShaderLabSource(engine, macroCollection) {
10801
11238
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
10802
- var shaderMacroList = new Array();
11239
+ var shaderMacroList = ShaderPass._shaderMacroList;
11240
+ shaderMacroList.length = 0;
10803
11241
  ShaderMacro._getMacrosElements(macroCollection, shaderMacroList);
10804
11242
  shaderMacroList.push(ShaderMacro.getByName(isWebGL2 ? "GRAPHICS_API_WEBGL2" : "GRAPHICS_API_WEBGL1"));
10805
11243
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) {
@@ -10808,23 +11246,31 @@ var precisionStr = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision hig
10808
11246
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
10809
11247
  shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES"));
10810
11248
  }
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);
11249
+ var macroMap = ShaderPass._macroMap;
11250
+ macroMap.clear();
11251
+ for(var i = 0, n = shaderMacroList.length; i < n; i++){
11252
+ var macro = shaderMacroList[i];
11253
+ var _macro_value;
11254
+ macroMap.set(macro.name, (_macro_value = macro.value) != null ? _macro_value : "");
11255
+ }
11256
+ var vertexSource = ShaderMacroProcessor.evaluate(this._vertexShaderInstructions, macroMap);
11257
+ var fragmentSource = ShaderMacroProcessor.evaluate(this._fragmentShaderInstructions, macroMap);
10815
11258
  if (isWebGL2 && this._platformTarget === ShaderLanguage.GLSLES100) {
10816
- noIncludeVertex = ShaderFactory.convertTo300(noIncludeVertex);
10817
- noIncludeFrag = ShaderFactory.convertTo300(noIncludeFrag, true);
11259
+ vertexSource = ShaderFactory.convertTo300(vertexSource);
11260
+ fragmentSource = ShaderFactory.convertTo300(fragmentSource, true);
10818
11261
  }
10819
11262
  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);
11263
+ return {
11264
+ vertexSource: " " + versionStr + "\n " + vertexSource + "\n ",
11265
+ fragmentSource: " " + versionStr + "\n " + (isWebGL2 ? "" : ShaderFactory._shaderExtension) + "\n " + precisionStr + "\n " + fragmentSource + "\n "
11266
+ };
10823
11267
  };
10824
11268
  return ShaderPass;
10825
11269
  }(ShaderPart);
10826
11270
  /** @internal */ ShaderPass._shaderPassCounter = 0;
10827
11271
  /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
11272
+ ShaderPass._shaderMacroList = [];
11273
+ ShaderPass._macroMap = new Map();
10828
11274
  /**
10829
11275
  * Sub shader.
10830
11276
  */ var SubShader = /*#__PURE__*/ function(ShaderPart) {
@@ -11565,36 +12011,14 @@ __decorate$1([
11565
12011
  var subShaderList = shaderSource.subShaders.map(function(subShaderSource) {
11566
12012
  var passList = subShaderSource.passes.map(function(passSource) {
11567
12013
  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
- });
12014
+ return Shader._resolveUsePass(passSource.name);
11575
12015
  }
11576
12016
  var shaderPassSource = Shader._shaderLab._parseShaderPass(passSource.contents, passSource.vertexEntry, passSource.fragmentEntry, vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget, new URL(fragmentSourceOrPath != null ? fragmentSourceOrPath : "", ShaderPass._shaderRootPath).href);
11577
12017
  if (!shaderPassSource) {
11578
12018
  throw 'Shader pass "' + shaderSource.name + "." + subShaderSource.name + "." + passSource.name + '" parse failed, please check the shader source code.';
11579
12019
  }
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
- }
12020
+ var shaderPass = new ShaderPass(passSource.name, shaderPassSource.vertexShaderInstructions, shaderPassSource.fragmentShaderInstructions, vertexSourceOrShaderPassesOrSubShadersOrPlatformTarget, passSource.tags);
12021
+ Shader._applyRenderStates(shaderPass, passSource.renderStates.constantMap, passSource.renderStates.variableMap, false);
11598
12022
  return shaderPass;
11599
12023
  });
11600
12024
  return new SubShader(subShaderSource.name, passList, subShaderSource.tags);
@@ -11639,6 +12063,29 @@ __decorate$1([
11639
12063
  };
11640
12064
  /**
11641
12065
  * @internal
12066
+ */ Shader._createFromPrecompiled = function _createFromPrecompiled(data) {
12067
+ var shaderMap = Shader._shaderMap;
12068
+ if (shaderMap[data.name]) {
12069
+ console.error('Shader named "' + data.name + '" already exists.');
12070
+ return;
12071
+ }
12072
+ var subShaderList = data.subShaders.map(function(subData) {
12073
+ var passList = subData.passes.map(function(passData) {
12074
+ if (passData.isUsePass) {
12075
+ return Shader._resolveUsePass(passData.name);
12076
+ }
12077
+ var shaderPass = new ShaderPass(passData.name, passData.vertexShaderInstructions, passData.fragmentShaderInstructions, data.platformTarget, passData.tags);
12078
+ Shader._applyRenderStates(shaderPass, passData.renderStates.constantMap, passData.renderStates.variableMap, true);
12079
+ return shaderPass;
12080
+ });
12081
+ return new SubShader(subData.name, passList, subData.tags);
12082
+ });
12083
+ var shader = new Shader(data.name, subShaderList);
12084
+ shaderMap[data.name] = shader;
12085
+ return shader;
12086
+ };
12087
+ /**
12088
+ * @internal
11642
12089
  */ Shader._clear = function _clear(engine) {
11643
12090
  var shaderMap = Shader._shaderMap;
11644
12091
  for(var key in shaderMap){
@@ -11659,6 +12106,34 @@ __decorate$1([
11659
12106
  }
11660
12107
  }
11661
12108
  };
12109
+ Shader._resolveUsePass = function _resolveUsePass(passName) {
12110
+ var _Shader_find_subShaders_find, _Shader_find;
12111
+ var _passName_split = passName.split("/"), shaderName = _passName_split[0], subShaderName = _passName_split[1], passNamePart = _passName_split[2];
12112
+ return (_Shader_find = Shader.find(shaderName)) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
12113
+ return subShader.name === subShaderName;
12114
+ })) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
12115
+ return pass.name === passNamePart;
12116
+ });
12117
+ };
12118
+ Shader._applyRenderStates = function _applyRenderStates(shaderPass, constantMap, variableMap, deserializeColor) {
12119
+ if (Object.keys(constantMap).length > 0 || Object.keys(variableMap).length > 0) {
12120
+ var renderState = new RenderState();
12121
+ for(var k in constantMap){
12122
+ var value = constantMap[k];
12123
+ if (deserializeColor && Array.isArray(value)) {
12124
+ Shader._applyConstRenderStates(renderState, +k, new Color(value[0], value[1], value[2], value[3]));
12125
+ } else {
12126
+ Shader._applyConstRenderStates(renderState, +k, value);
12127
+ }
12128
+ }
12129
+ shaderPass._renderState = renderState;
12130
+ var renderStateDataMap = {};
12131
+ for(var k1 in variableMap){
12132
+ renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
12133
+ }
12134
+ shaderPass._renderStateDataMap = renderStateDataMap;
12135
+ }
12136
+ };
11662
12137
  Shader._applyConstRenderStates = function _applyConstRenderStates(renderState, key, value) {
11663
12138
  switch(key){
11664
12139
  case RenderStateElementKey.BlendStateEnabled0:
@@ -14076,7 +14551,15 @@ var Camera = /*#__PURE__*/ function(Component) {
14076
14551
  */ _proto._getInvViewProjMat = function _getInvViewProjMat() {
14077
14552
  if (this._isInvViewProjDirty.flag) {
14078
14553
  this._isInvViewProjDirty.flag = false;
14079
- Matrix.multiply(this._entity.transform.worldMatrix, this._getInverseProjectionMatrix(), this._invViewProjMat);
14554
+ var matrix = this._invViewProjMat;
14555
+ if (this._isCustomViewMatrix) {
14556
+ Matrix.invert(this.viewMatrix, matrix);
14557
+ } else {
14558
+ // Ignore scale, consistent with viewMatrix getter
14559
+ var transform = this._entity.transform;
14560
+ Matrix.rotationTranslation(transform.worldRotationQuaternion, transform.worldPosition, matrix);
14561
+ }
14562
+ matrix.multiply(this._getInverseProjectionMatrix());
14080
14563
  }
14081
14564
  return this._invViewProjMat;
14082
14565
  };
@@ -27244,7 +27727,7 @@ __decorate$1([
27244
27727
  deepClone
27245
27728
  ], Skin.prototype, "inverseBindMatrices", void 0);
27246
27729
  __decorate$1([
27247
- ignoreClone
27730
+ deepClone
27248
27731
  ], Skin.prototype, "_skinMatrices", void 0);
27249
27732
  __decorate$1([
27250
27733
  ignoreClone
@@ -28235,7 +28718,10 @@ var ComponentCloner = /*#__PURE__*/ function() {
28235
28718
  _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
28236
28719
  var activeChangedComponents = this._activeChangedComponents;
28237
28720
  for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
28238
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
28721
+ var component = activeChangedComponents[i];
28722
+ // Skip components whose scene was already cleared by an earlier callback's removeChild
28723
+ if (!isActive && !component._entity._scene) continue;
28724
+ component._setActive(isActive, activeChangeFlag);
28239
28725
  }
28240
28726
  this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
28241
28727
  this._activeChangedComponents = null;
@@ -28255,18 +28741,19 @@ var ComponentCloner = /*#__PURE__*/ function() {
28255
28741
  }
28256
28742
  };
28257
28743
  _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
28744
+ // Children-first, reverse traversal for safe removeChild during callbacks
28745
+ var children = this._children;
28746
+ for(var i = children.length - 1; i >= 0; i--){
28747
+ var child = children[i];
28748
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
28749
+ }
28258
28750
  activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
28259
28751
  activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
28260
28752
  var components = this._components;
28261
- for(var i = 0, n = components.length; i < n; i++){
28262
- var component = components[i];
28753
+ for(var i1 = 0, n = components.length; i1 < n; i1++){
28754
+ var component = components[i1];
28263
28755
  component.enabled && activeChangedComponents.push(component);
28264
28756
  }
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
28757
  };
28271
28758
  _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
28272
28759
  target = Math.min(target, sibling.length - 1);
@@ -31131,7 +31618,7 @@ var blinnPhongVs = "#include <common>\n#include <common_vert>\n#include <blendSh
31131
31618
  var depthOnlyFs = "void main() {\n}"; // eslint-disable-line
31132
31619
  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
31133
31620
  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
31134
- 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
31621
+ 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
31135
31622
  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
31136
31623
  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
31137
31624
  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
@@ -33566,38 +34053,6 @@ AmbientOcclusion._enableMacro = ShaderMacro.getByName("SCENE_ENABLE_AMBIENT_OCCL
33566
34053
  Scene._fogColorProperty = ShaderProperty.getByName("scene_FogColor");
33567
34054
  Scene._fogParamsProperty = ShaderProperty.getByName("scene_FogParams");
33568
34055
  Scene._prefilterdDFGProperty = ShaderProperty.getByName("scene_PrefilteredDFG");
33569
- function _array_like_to_array$2(arr, len) {
33570
- if (len == null || len > arr.length) len = arr.length;
33571
- for(var i = 0, arr2 = new Array(len); i < len; i++)arr2[i] = arr[i];
33572
- return arr2;
33573
- }
33574
- function _unsupported_iterable_to_array$2(o, minLen) {
33575
- if (!o) return;
33576
- if (typeof o === "string") return _array_like_to_array$2(o, minLen);
33577
- var n = Object.prototype.toString.call(o).slice(8, -1);
33578
- if (n === "Object" && o.constructor) n = o.constructor.name;
33579
- if (n === "Map" || n === "Set") return Array.from(n);
33580
- if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array$2(o, minLen);
33581
- }
33582
- function _create_for_of_iterator_helper_loose$2(o, allowArrayLike) {
33583
- var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
33584
- if (it) return (it = it.call(o)).next.bind(it);
33585
- // Fallback for engines without symbol support
33586
- if (Array.isArray(o) || (it = _unsupported_iterable_to_array$2(o)) || allowArrayLike && o && typeof o.length === "number") {
33587
- if (it) o = it;
33588
- var i = 0;
33589
- return function() {
33590
- if (i >= o.length) return {
33591
- done: true
33592
- };
33593
- return {
33594
- done: false,
33595
- value: o[i++]
33596
- };
33597
- };
33598
- }
33599
- throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
33600
- }
33601
34056
  /**
33602
34057
  * Script class, used for logic writing.
33603
34058
  */ var Script = /*#__PURE__*/ function(Component) {
@@ -37922,7 +38377,7 @@ var ParticleStopMode = /*#__PURE__*/ function(ParticleStopMode) {
37922
38377
  _inherits$2(ParticleRenderer, Renderer);
37923
38378
  function ParticleRenderer(entity) {
37924
38379
  var _this;
37925
- _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();
38380
+ _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;
37926
38381
  _this._onGeneratorParamsChanged = _this._onGeneratorParamsChanged.bind(_this);
37927
38382
  _this.generator = new ParticleGenerator(_this);
37928
38383
  _this._currentRenderModeMacro = ParticleRenderer._billboardModeMacro;
@@ -38521,6 +38976,7 @@ ParticleTransformFeedbackSimulator._deltaTimeProperty = ShaderProperty.getByName
38521
38976
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["GravityModifier"] = 2759560269] = "GravityModifier";
38522
38977
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["ForceOverLifetime"] = 3875246972] = "ForceOverLifetime";
38523
38978
  ParticleRandomSubSeeds[ParticleRandomSubSeeds["LimitVelocityOverLifetime"] = 3047300990] = "LimitVelocityOverLifetime";
38979
+ ParticleRandomSubSeeds[ParticleRandomSubSeeds["Noise"] = 4105357473] = "Noise";
38524
38980
  return ParticleRandomSubSeeds;
38525
38981
  }({});
38526
38982
  /**
@@ -39896,7 +40352,7 @@ __decorate$1([
39896
40352
  return;
39897
40353
  }
39898
40354
  this._enabled = value;
39899
- this._generator._setTransformFeedback(value);
40355
+ this._generator._setTransformFeedback();
39900
40356
  this._generator._renderer._onGeneratorParamsChanged();
39901
40357
  }
39902
40358
  }
@@ -40835,6 +41291,297 @@ __decorate$1([
40835
41291
  __decorate$1([
40836
41292
  ignoreClone
40837
41293
  ], TextureSheetAnimationModule.prototype, "_onTilingChanged", null);
41294
+ /**
41295
+ * Noise module for particle system.
41296
+ * Adds simplex noise-based turbulence displacement to particles.
41297
+ */ var NoiseModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
41298
+ _inherits$2(NoiseModule, ParticleGeneratorModule);
41299
+ function NoiseModule(generator) {
41300
+ var _this;
41301
+ _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;
41302
+ _this.strengthX = new ParticleCompositeCurve(1);
41303
+ _this.strengthY = new ParticleCompositeCurve(1);
41304
+ _this.strengthZ = new ParticleCompositeCurve(1);
41305
+ return _this;
41306
+ }
41307
+ var _proto = NoiseModule.prototype;
41308
+ /**
41309
+ * @internal
41310
+ */ _proto._updateShaderData = function _updateShaderData(shaderData) {
41311
+ var enabledMacro = null;
41312
+ var strengthCurveMacro = null;
41313
+ var strengthIsRandomTwoMacro = null;
41314
+ var separateAxesMacro = null;
41315
+ if (this.enabled) {
41316
+ enabledMacro = NoiseModule._enabledMacro;
41317
+ var strengthX = this._strengthX;
41318
+ var strengthY = this._strengthY;
41319
+ var strengthZ = this._strengthZ;
41320
+ var separateAxes = this._separateAxes;
41321
+ // Determine strength curve mode (following SOL pattern)
41322
+ var isRandomCurveMode = separateAxes ? strengthX.mode === ParticleCurveMode.TwoCurves && strengthY.mode === ParticleCurveMode.TwoCurves && strengthZ.mode === ParticleCurveMode.TwoCurves : strengthX.mode === ParticleCurveMode.TwoCurves;
41323
+ var isCurveMode = isRandomCurveMode || (separateAxes ? strengthX.mode === ParticleCurveMode.Curve && strengthY.mode === ParticleCurveMode.Curve && strengthZ.mode === ParticleCurveMode.Curve : strengthX.mode === ParticleCurveMode.Curve);
41324
+ var isRandomConstMode = separateAxes ? strengthX.mode === ParticleCurveMode.TwoConstants && strengthY.mode === ParticleCurveMode.TwoConstants && strengthZ.mode === ParticleCurveMode.TwoConstants : strengthX.mode === ParticleCurveMode.TwoConstants;
41325
+ // noiseParams.w = frequency (always needed)
41326
+ var noiseParams = this._noiseParams;
41327
+ if (isCurveMode) {
41328
+ // Curve/TwoCurves: encode curve data as float arrays
41329
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveXProperty, strengthX.curveMax._getTypeArray());
41330
+ if (separateAxes) {
41331
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveYProperty, strengthY.curveMax._getTypeArray());
41332
+ shaderData.setFloatArray(NoiseModule._strengthMaxCurveZProperty, strengthZ.curveMax._getTypeArray());
41333
+ }
41334
+ if (isRandomCurveMode) {
41335
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveXProperty, strengthX.curveMin._getTypeArray());
41336
+ if (separateAxes) {
41337
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveYProperty, strengthY.curveMin._getTypeArray());
41338
+ shaderData.setFloatArray(NoiseModule._strengthMinCurveZProperty, strengthZ.curveMin._getTypeArray());
41339
+ }
41340
+ strengthIsRandomTwoMacro = NoiseModule._strengthIsRandomTwoMacro;
41341
+ }
41342
+ strengthCurveMacro = NoiseModule._strengthCurveMacro;
41343
+ // xyz unused in curve mode, just set frequency
41344
+ noiseParams.set(0, 0, 0, this._frequency);
41345
+ } else {
41346
+ // Constant/TwoConstants: pack strength into noiseParams.xyz
41347
+ if (separateAxes) {
41348
+ noiseParams.set(strengthX.constantMax, strengthY.constantMax, strengthZ.constantMax, this._frequency);
41349
+ } else {
41350
+ var s = strengthX.constantMax;
41351
+ noiseParams.set(s, s, s, this._frequency);
41352
+ }
41353
+ if (isRandomConstMode) {
41354
+ var minConst = this._strengthMinConst;
41355
+ if (separateAxes) {
41356
+ minConst.set(strengthX.constantMin, strengthY.constantMin, strengthZ.constantMin);
41357
+ } else {
41358
+ var sMin = strengthX.constantMin;
41359
+ minConst.set(sMin, sMin, sMin);
41360
+ }
41361
+ shaderData.setVector3(NoiseModule._strengthMinConstProperty, minConst);
41362
+ strengthIsRandomTwoMacro = NoiseModule._strengthIsRandomTwoMacro;
41363
+ }
41364
+ }
41365
+ shaderData.setVector4(NoiseModule._noiseProperty, noiseParams);
41366
+ if (separateAxes) {
41367
+ separateAxesMacro = NoiseModule._separateAxesMacro;
41368
+ }
41369
+ var noiseOctaveParams = this._noiseOctaveParams;
41370
+ noiseOctaveParams.set(this._scrollSpeed, this._octaveCount, this._octaveIntensityMultiplier, this._octaveFrequencyMultiplier);
41371
+ shaderData.setVector4(NoiseModule._noiseOctaveProperty, noiseOctaveParams);
41372
+ }
41373
+ this._enabledModuleMacro = this._enableMacro(shaderData, this._enabledModuleMacro, enabledMacro);
41374
+ this._strengthCurveModeMacro = this._enableMacro(shaderData, this._strengthCurveModeMacro, strengthCurveMacro);
41375
+ this._strengthIsRandomTwoModeMacro = this._enableMacro(shaderData, this._strengthIsRandomTwoModeMacro, strengthIsRandomTwoMacro);
41376
+ this._separateAxesModeMacro = this._enableMacro(shaderData, this._separateAxesModeMacro, separateAxesMacro);
41377
+ };
41378
+ /**
41379
+ * @internal
41380
+ */ _proto._resetRandomSeed = function _resetRandomSeed(seed) {
41381
+ this._noiseRand.reset(seed, ParticleRandomSubSeeds.Noise);
41382
+ };
41383
+ _create_class$2(NoiseModule, [
41384
+ {
41385
+ key: "separateAxes",
41386
+ get: /**
41387
+ * Specifies whether the strength is separate on each axis, when disabled, only `strength` is used.
41388
+ */ function get() {
41389
+ return this._separateAxes;
41390
+ },
41391
+ set: function set(value) {
41392
+ if (value !== this._separateAxes) {
41393
+ this._separateAxes = value;
41394
+ this._generator._renderer._onGeneratorParamsChanged();
41395
+ }
41396
+ }
41397
+ },
41398
+ {
41399
+ key: "strengthX",
41400
+ get: /**
41401
+ * Noise strength. When `separateAxes` is disabled, applies to all axes.
41402
+ * When `separateAxes` is enabled, applies only to x axis.
41403
+ */ function get() {
41404
+ return this._strengthX;
41405
+ },
41406
+ set: function set(value) {
41407
+ var lastValue = this._strengthX;
41408
+ if (value !== lastValue) {
41409
+ this._strengthX = value;
41410
+ this._onCompositeCurveChange(lastValue, value);
41411
+ }
41412
+ }
41413
+ },
41414
+ {
41415
+ key: "strengthY",
41416
+ get: /**
41417
+ * Noise strength for y axis, used when `separateAxes` is enabled.
41418
+ */ function get() {
41419
+ return this._strengthY;
41420
+ },
41421
+ set: function set(value) {
41422
+ var lastValue = this._strengthY;
41423
+ if (value !== lastValue) {
41424
+ this._strengthY = value;
41425
+ this._onCompositeCurveChange(lastValue, value);
41426
+ }
41427
+ }
41428
+ },
41429
+ {
41430
+ key: "strengthZ",
41431
+ get: /**
41432
+ * Noise strength for z axis, used when `separateAxes` is enabled.
41433
+ */ function get() {
41434
+ return this._strengthZ;
41435
+ },
41436
+ set: function set(value) {
41437
+ var lastValue = this._strengthZ;
41438
+ if (value !== lastValue) {
41439
+ this._strengthZ = value;
41440
+ this._onCompositeCurveChange(lastValue, value);
41441
+ }
41442
+ }
41443
+ },
41444
+ {
41445
+ key: "frequency",
41446
+ get: /**
41447
+ * Noise spatial frequency.
41448
+ */ function get() {
41449
+ return this._frequency;
41450
+ },
41451
+ set: function set(value) {
41452
+ value = Math.max(1e-6, value);
41453
+ if (value !== this._frequency) {
41454
+ this._frequency = value;
41455
+ this._generator._renderer._onGeneratorParamsChanged();
41456
+ }
41457
+ }
41458
+ },
41459
+ {
41460
+ key: "scrollSpeed",
41461
+ get: /**
41462
+ * Noise field scroll speed over time.
41463
+ */ function get() {
41464
+ return this._scrollSpeed;
41465
+ },
41466
+ set: function set(value) {
41467
+ if (value !== this._scrollSpeed) {
41468
+ this._scrollSpeed = value;
41469
+ this._generator._renderer._onGeneratorParamsChanged();
41470
+ }
41471
+ }
41472
+ },
41473
+ {
41474
+ key: "octaveCount",
41475
+ get: /**
41476
+ * Number of noise octave layers (1-3).
41477
+ */ function get() {
41478
+ return this._octaveCount;
41479
+ },
41480
+ set: function set(value) {
41481
+ value = Math.max(1, Math.min(3, Math.floor(value)));
41482
+ if (value !== this._octaveCount) {
41483
+ this._octaveCount = value;
41484
+ this._generator._renderer._onGeneratorParamsChanged();
41485
+ }
41486
+ }
41487
+ },
41488
+ {
41489
+ key: "octaveIntensityMultiplier",
41490
+ get: /**
41491
+ * Intensity multiplier for each successive octave, only effective when `octaveCount` > 1.
41492
+ * Each layer's contribution is scaled by this factor relative to the previous layer, range [0, 1].
41493
+ */ function get() {
41494
+ return this._octaveIntensityMultiplier;
41495
+ },
41496
+ set: function set(value) {
41497
+ value = Math.max(0, Math.min(1, value));
41498
+ if (value !== this._octaveIntensityMultiplier) {
41499
+ this._octaveIntensityMultiplier = value;
41500
+ this._generator._renderer._onGeneratorParamsChanged();
41501
+ }
41502
+ }
41503
+ },
41504
+ {
41505
+ key: "octaveFrequencyMultiplier",
41506
+ get: /**
41507
+ * Frequency multiplier for each successive octave, only effective when `octaveCount` > 1.
41508
+ * Each layer samples at this multiple of the previous layer's frequency, range [1, 4].
41509
+ */ function get() {
41510
+ return this._octaveFrequencyMultiplier;
41511
+ },
41512
+ set: function set(value) {
41513
+ value = Math.max(1, Math.min(4, value));
41514
+ if (value !== this._octaveFrequencyMultiplier) {
41515
+ this._octaveFrequencyMultiplier = value;
41516
+ this._generator._renderer._onGeneratorParamsChanged();
41517
+ }
41518
+ }
41519
+ },
41520
+ {
41521
+ key: "enabled",
41522
+ get: function get() {
41523
+ return this._enabled;
41524
+ },
41525
+ set: function set(value) {
41526
+ if (value !== this._enabled) {
41527
+ if (value && !this._generator._renderer.engine._hardwareRenderer.isWebGL2) {
41528
+ return;
41529
+ }
41530
+ this._enabled = value;
41531
+ this._generator._setTransformFeedback();
41532
+ this._generator._renderer._onGeneratorParamsChanged();
41533
+ }
41534
+ }
41535
+ }
41536
+ ]);
41537
+ return NoiseModule;
41538
+ }(ParticleGeneratorModule);
41539
+ NoiseModule._enabledMacro = ShaderMacro.getByName("RENDERER_NOISE_MODULE_ENABLED");
41540
+ NoiseModule._strengthCurveMacro = ShaderMacro.getByName("RENDERER_NOISE_STRENGTH_CURVE");
41541
+ NoiseModule._strengthIsRandomTwoMacro = ShaderMacro.getByName("RENDERER_NOISE_STRENGTH_IS_RANDOM_TWO");
41542
+ NoiseModule._separateAxesMacro = ShaderMacro.getByName("RENDERER_NOISE_IS_SEPARATE");
41543
+ NoiseModule._noiseProperty = ShaderProperty.getByName("renderer_NoiseParams");
41544
+ NoiseModule._noiseOctaveProperty = ShaderProperty.getByName("renderer_NoiseOctaveParams");
41545
+ NoiseModule._strengthMinConstProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinConst");
41546
+ NoiseModule._strengthMaxCurveXProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveX");
41547
+ NoiseModule._strengthMaxCurveYProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveY");
41548
+ NoiseModule._strengthMaxCurveZProperty = ShaderProperty.getByName("renderer_NoiseStrengthMaxCurveZ");
41549
+ NoiseModule._strengthMinCurveXProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveX");
41550
+ NoiseModule._strengthMinCurveYProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveY");
41551
+ NoiseModule._strengthMinCurveZProperty = ShaderProperty.getByName("renderer_NoiseStrengthMinCurveZ");
41552
+ __decorate$1([
41553
+ ignoreClone
41554
+ ], NoiseModule.prototype, "_enabledModuleMacro", void 0);
41555
+ __decorate$1([
41556
+ ignoreClone
41557
+ ], NoiseModule.prototype, "_strengthCurveModeMacro", void 0);
41558
+ __decorate$1([
41559
+ ignoreClone
41560
+ ], NoiseModule.prototype, "_strengthIsRandomTwoModeMacro", void 0);
41561
+ __decorate$1([
41562
+ ignoreClone
41563
+ ], NoiseModule.prototype, "_separateAxesModeMacro", void 0);
41564
+ __decorate$1([
41565
+ ignoreClone
41566
+ ], NoiseModule.prototype, "_noiseRand", void 0);
41567
+ __decorate$1([
41568
+ ignoreClone
41569
+ ], NoiseModule.prototype, "_noiseParams", void 0);
41570
+ __decorate$1([
41571
+ ignoreClone
41572
+ ], NoiseModule.prototype, "_noiseOctaveParams", void 0);
41573
+ __decorate$1([
41574
+ ignoreClone
41575
+ ], NoiseModule.prototype, "_strengthMinConst", void 0);
41576
+ __decorate$1([
41577
+ deepClone
41578
+ ], NoiseModule.prototype, "_strengthX", void 0);
41579
+ __decorate$1([
41580
+ deepClone
41581
+ ], NoiseModule.prototype, "_strengthY", void 0);
41582
+ __decorate$1([
41583
+ deepClone
41584
+ ], NoiseModule.prototype, "_strengthZ", void 0);
40838
41585
  /**
40839
41586
  * Velocity over lifetime module.
40840
41587
  */ var VelocityOverLifetimeModule = /*#__PURE__*/ function(ParticleGeneratorModule) {
@@ -41040,6 +41787,7 @@ __decorate$1([
41040
41787
  this.forceOverLifetime = new ForceOverLifetimeModule(this);
41041
41788
  this.sizeOverLifetime = new SizeOverLifetimeModule(this);
41042
41789
  this.limitVelocityOverLifetime = new LimitVelocityOverLifetimeModule(this);
41790
+ this.noise = new NoiseModule(this);
41043
41791
  this.emission.enabled = true;
41044
41792
  }
41045
41793
  var _proto = ParticleGenerator.prototype;
@@ -41347,6 +42095,7 @@ __decorate$1([
41347
42095
  this.sizeOverLifetime._updateShaderData(shaderData);
41348
42096
  this.rotationOverLifetime._updateShaderData(shaderData);
41349
42097
  this.colorOverLifetime._updateShaderData(shaderData);
42098
+ this.noise._updateShaderData(shaderData);
41350
42099
  };
41351
42100
  /**
41352
42101
  * @internal
@@ -41360,16 +42109,19 @@ __decorate$1([
41360
42109
  this.limitVelocityOverLifetime._resetRandomSeed(seed);
41361
42110
  this.rotationOverLifetime._resetRandomSeed(seed);
41362
42111
  this.colorOverLifetime._resetRandomSeed(seed);
42112
+ this.noise._resetRandomSeed(seed);
41363
42113
  };
41364
42114
  /**
41365
42115
  * @internal
41366
- */ _proto._setTransformFeedback = function _setTransformFeedback(enabled) {
41367
- this._useTransformFeedback = enabled;
42116
+ */ _proto._setTransformFeedback = function _setTransformFeedback() {
42117
+ var needed = this.limitVelocityOverLifetime.enabled || this.noise.enabled;
42118
+ if (needed === this._useTransformFeedback) return;
42119
+ this._useTransformFeedback = needed;
41368
42120
  // Switching TF mode invalidates all active particle state: feedback buffers and instance
41369
42121
  // buffer layout are incompatible between the two paths. Clear rather than show a one-frame
41370
42122
  // jump; new particles will fill in naturally from the next emit cycle.
41371
42123
  this._clearActiveParticles();
41372
- if (enabled) {
42124
+ if (needed) {
41373
42125
  if (!this._feedbackSimulator) {
41374
42126
  this._feedbackSimulator = new ParticleTransformFeedbackSimulator(this._renderer.engine);
41375
42127
  }
@@ -41419,9 +42171,7 @@ __decorate$1([
41419
42171
  /**
41420
42172
  * @internal
41421
42173
  */ _proto._cloneTo = function _cloneTo(target) {
41422
- if (target.limitVelocityOverLifetime.enabled) {
41423
- target._setTransformFeedback(true);
41424
- }
42174
+ target._setTransformFeedback();
41425
42175
  };
41426
42176
  /**
41427
42177
  * @internal
@@ -41583,10 +42333,6 @@ __decorate$1([
41583
42333
  // Start rotation
41584
42334
  var startRotationRand = main._startRotationRand, flipRotation = main.flipRotation;
41585
42335
  var isFlip = flipRotation > startRotationRand.random();
41586
- // @todo:None-Mesh mode should inverse the rotation, maybe should unify it
41587
- if (this._renderer.renderMode !== ParticleRenderMode.Mesh) {
41588
- isFlip = !isFlip;
41589
- }
41590
42336
  var rotationZ = main.startRotationZ.evaluate(undefined, startRotationRand.random());
41591
42337
  if (main.startRotation3D) {
41592
42338
  var rotationX = main.startRotationX.evaluate(undefined, startRotationRand.random());
@@ -41612,7 +42358,9 @@ __decorate$1([
41612
42358
  if (colorOverLifetime.enabled && colorOverLifetime.color.mode === ParticleGradientMode.TwoGradients) {
41613
42359
  instanceVertices[offset + 20] = colorOverLifetime._colorGradientRand.random();
41614
42360
  }
41615
- // instanceVertices[offset + 21] = rand.random();
42361
+ if (this.noise.enabled) {
42362
+ instanceVertices[offset + 21] = this.noise._noiseRand.random();
42363
+ }
41616
42364
  var rotationOverLifetime = this.rotationOverLifetime;
41617
42365
  if (rotationOverLifetime.enabled && rotationOverLifetime.rotationZ.mode === ParticleCurveMode.TwoConstants) {
41618
42366
  instanceVertices[offset + 22] = rotationOverLifetime._rotationRand.random();
@@ -41900,6 +42648,21 @@ __decorate$1([
41900
42648
  out.transform(rotateMat);
41901
42649
  min.add(worldOffsetMin);
41902
42650
  max.add(worldOffsetMax);
42651
+ // Noise module impact: noise output is normalized to [-1, 1],
42652
+ // max displacement = |strength_max|
42653
+ var noise = this.noise;
42654
+ if (noise.enabled) {
42655
+ var noiseMaxX, noiseMaxY, noiseMaxZ;
42656
+ if (noise.separateAxes) {
42657
+ noiseMaxX = Math.abs(noise.strengthX._getMax());
42658
+ noiseMaxY = Math.abs(noise.strengthY._getMax());
42659
+ noiseMaxZ = Math.abs(noise.strengthZ._getMax());
42660
+ } else {
42661
+ noiseMaxX = noiseMaxY = noiseMaxZ = Math.abs(noise.strengthX._getMax());
42662
+ }
42663
+ min.set(min.x - noiseMaxX, min.y - noiseMaxY, min.z - noiseMaxZ);
42664
+ max.set(max.x + noiseMaxX, max.y + noiseMaxY, max.z + noiseMaxZ);
42665
+ }
41903
42666
  min.add(worldPosition);
41904
42667
  max.add(worldPosition);
41905
42668
  };
@@ -41997,6 +42760,9 @@ __decorate$1([
41997
42760
  __decorate$1([
41998
42761
  deepClone
41999
42762
  ], ParticleGenerator.prototype, "textureSheetAnimation", void 0);
42763
+ __decorate$1([
42764
+ deepClone
42765
+ ], ParticleGenerator.prototype, "noise", void 0);
42000
42766
  __decorate$1([
42001
42767
  ignoreClone
42002
42768
  ], ParticleGenerator.prototype, "_playTime", void 0);
@@ -44190,6 +44956,7 @@ var CoreObjects = /*#__PURE__*/Object.freeze({
44190
44956
  MeshShape: MeshShape,
44191
44957
  MeshTopology: MeshTopology,
44192
44958
  ModelMesh: ModelMesh,
44959
+ NoiseModule: NoiseModule,
44193
44960
  OverflowMode: OverflowMode,
44194
44961
  PBRMaterial: PBRMaterial,
44195
44962
  ParticleCompositeCurve: ParticleCompositeCurve,
@@ -45380,7 +46147,7 @@ var GLBuffer = /*#__PURE__*/ function() {
45380
46147
  };
45381
46148
  case TextureFormat.ETC2_RGBA5:
45382
46149
  return {
45383
- internalFormat: GLCompressedTextureInternalFormat.RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
46150
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GLCompressedTextureInternalFormat.RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
45384
46151
  isCompressed: true
45385
46152
  };
45386
46153
  case TextureFormat.ETC2_RGBA8:
@@ -45415,27 +46182,27 @@ var GLBuffer = /*#__PURE__*/ function() {
45415
46182
  };
45416
46183
  case TextureFormat.ASTC_5x5:
45417
46184
  return {
45418
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_5X5_KHR,
46185
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_5X5_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_5X5_KHR,
45419
46186
  isCompressed: true
45420
46187
  };
45421
46188
  case TextureFormat.ASTC_6x6:
45422
46189
  return {
45423
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_6X6_KHR,
46190
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_6X6_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_6X6_KHR,
45424
46191
  isCompressed: true
45425
46192
  };
45426
46193
  case TextureFormat.ASTC_8x8:
45427
46194
  return {
45428
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_8X8_KHR,
46195
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_8X8_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_8X8_KHR,
45429
46196
  isCompressed: true
45430
46197
  };
45431
46198
  case TextureFormat.ASTC_10x10:
45432
46199
  return {
45433
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_10X10_KHR,
46200
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_10X10_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_10X10_KHR,
45434
46201
  isCompressed: true
45435
46202
  };
45436
46203
  case TextureFormat.ASTC_12x12:
45437
46204
  return {
45438
- internalFormat: GLCompressedTextureInternalFormat.RGBA_ASTC_12X12_KHR,
46205
+ internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB8_ALPHA8_ASTC_12X12_KHR : GLCompressedTextureInternalFormat.RGBA_ASTC_12X12_KHR,
45439
46206
  isCompressed: true
45440
46207
  };
45441
46208
  case TextureFormat.Depth:
@@ -51695,16 +52462,11 @@ var GLTFSceneParser = /*#__PURE__*/ function(GLTFParser1) {
51695
52462
  var isDefaultScene = scene === index;
51696
52463
  var sceneNodes = sceneInfo.nodes || [];
51697
52464
  var sceneRoot;
51698
- if (sceneNodes.length === 1) {
51699
- sceneRoot = context.get(GLTFParserType.Entity, sceneNodes[0]);
51700
- } else {
51701
- sceneRoot = new Entity(engine, "GLTF_ROOT");
51702
- // @ts-ignore
51703
- sceneRoot._markAsTemplate(glTFResource);
51704
- for(var i = 0; i < sceneNodes.length; i++){
51705
- var childEntity = context.get(GLTFParserType.Entity, sceneNodes[i]);
51706
- sceneRoot.addChild(childEntity);
51707
- }
52465
+ sceneRoot = new Entity(engine, "GLTF_ROOT");
52466
+ // @ts-ignore
52467
+ sceneRoot._markAsTemplate(glTFResource);
52468
+ for(var i = 0; i < sceneNodes.length; i++){
52469
+ sceneRoot.addChild(context.get(GLTFParserType.Entity, sceneNodes[i]));
51708
52470
  }
51709
52471
  if (isDefaultScene) {
51710
52472
  glTFResource._defaultSceneRoot = sceneRoot;
@@ -53227,6 +53989,15 @@ var ShaderLoader = /*#__PURE__*/ function(Loader) {
53227
53989
  _proto.load = function load(item, resourceManager) {
53228
53990
  var _this = this;
53229
53991
  var url = item.url;
53992
+ if (url.endsWith(".gsp")) {
53993
+ // @ts-ignore
53994
+ return resourceManager._request(url, _extends({}, item, {
53995
+ type: "json"
53996
+ })).then(function(data) {
53997
+ // @ts-ignore - _createFromPrecompiled is @internal
53998
+ return Shader._createFromPrecompiled(data);
53999
+ });
54000
+ }
53230
54001
  // @ts-ignore
53231
54002
  return resourceManager._request(url, _extends({}, item, {
53232
54003
  type: "text"
@@ -53250,8 +54021,7 @@ var ShaderLoader = /*#__PURE__*/ function(Loader) {
53250
54021
  ShaderLoader._builtinRegex = /^\s*\/\/\s*@builtin\s+(\w+)/;
53251
54022
  ShaderLoader = __decorate([
53252
54023
  resourceLoader(AssetType.Shader, [
53253
- "gs",
53254
- "gsl"
54024
+ "shader"
53255
54025
  ])
53256
54026
  ], ShaderLoader);
53257
54027
  var PhysicsMaterialLoader = /*#__PURE__*/ function(Loader) {
@@ -53962,11 +54732,11 @@ EXT_texture_webp = __decorate([
53962
54732
  ], EXT_texture_webp);
53963
54733
 
53964
54734
  //@ts-ignore
53965
- var version = "2.0.0-alpha.25";
54735
+ var version = "2.0.0-alpha.27";
53966
54736
  console.log("Galacean Engine Version: " + version);
53967
54737
  for(var key in CoreObjects){
53968
54738
  Loader.registerClass(key, CoreObjects[key]);
53969
54739
  }
53970
54740
 
53971
- 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, 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 };
54741
+ 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 };
53972
54742
  //# sourceMappingURL=bundled.module.js.map