@graphty/graphty-element 1.0.1 → 1.0.2

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.
Files changed (97) hide show
  1. package/README.md +1 -1
  2. package/dist/{basisTextureLoader-BqIvxvNl.js → basisTextureLoader-YJHdQGdC.js} +2 -2
  3. package/dist/{basisTextureLoader-BqIvxvNl.js.map → basisTextureLoader-YJHdQGdC.js.map} +1 -1
  4. package/dist/{dds-BlAaKjyJ.js → dds-DQLf_hLn.js} +2 -2
  5. package/dist/{dds-BlAaKjyJ.js.map → dds-DQLf_hLn.js.map} +1 -1
  6. package/dist/{ddsTextureLoader-D7Jh83wc.js → ddsTextureLoader-lj5EmdyW.js} +3 -3
  7. package/dist/{ddsTextureLoader-D7Jh83wc.js.map → ddsTextureLoader-lj5EmdyW.js.map} +1 -1
  8. package/dist/{default.fragment-CSeCDRwv.js → default.fragment-Blpb62wl.js} +6 -6
  9. package/dist/{default.fragment-CSeCDRwv.js.map → default.fragment-Blpb62wl.js.map} +1 -1
  10. package/dist/{default.fragment-BNc4beoN.js → default.fragment-BqlvuhH_.js} +6 -6
  11. package/dist/{default.fragment-BNc4beoN.js.map → default.fragment-BqlvuhH_.js.map} +1 -1
  12. package/dist/{default.vertex-9pBFrn06.js → default.vertex-BibOEUcC.js} +7 -7
  13. package/dist/{default.vertex-9pBFrn06.js.map → default.vertex-BibOEUcC.js.map} +1 -1
  14. package/dist/{default.vertex-DDjK1DRv.js → default.vertex-Dblk9O84.js} +7 -7
  15. package/dist/{default.vertex-DDjK1DRv.js.map → default.vertex-Dblk9O84.js.map} +1 -1
  16. package/dist/{defaultUboDeclaration-Ct5CiQ-w.js → defaultUboDeclaration-CO0hcGNU.js} +3 -3
  17. package/dist/{defaultUboDeclaration-Ct5CiQ-w.js.map → defaultUboDeclaration-CO0hcGNU.js.map} +1 -1
  18. package/dist/{defaultUboDeclaration-CG47IDRY.js → defaultUboDeclaration-D2cHxVkr.js} +3 -3
  19. package/dist/{defaultUboDeclaration-CG47IDRY.js.map → defaultUboDeclaration-D2cHxVkr.js.map} +1 -1
  20. package/dist/{dumpTools-DA1xMSIZ.js → dumpTools-DryVPnxm.js} +4 -4
  21. package/dist/{dumpTools-DA1xMSIZ.js.map → dumpTools-DryVPnxm.js.map} +1 -1
  22. package/dist/{envTextureLoader-DdCLpySN.js → envTextureLoader-zUp-sm34.js} +4 -4
  23. package/dist/{envTextureLoader-DdCLpySN.js.map → envTextureLoader-zUp-sm34.js.map} +1 -1
  24. package/dist/{exrTextureLoader-CnJSRQ9w.js → exrTextureLoader-CWNwDbqP.js} +2 -2
  25. package/dist/{exrTextureLoader-CnJSRQ9w.js.map → exrTextureLoader-CWNwDbqP.js.map} +1 -1
  26. package/dist/graphty.js +1 -1
  27. package/dist/{greasedLine.fragment-DixuqXus.js → greasedLine.fragment-BtdnWwPJ.js} +2 -2
  28. package/dist/{greasedLine.fragment-DixuqXus.js.map → greasedLine.fragment-BtdnWwPJ.js.map} +1 -1
  29. package/dist/{greasedLine.fragment-BZnGGe-r.js → greasedLine.fragment-DakXbZDt.js} +2 -2
  30. package/dist/{greasedLine.fragment-BZnGGe-r.js.map → greasedLine.fragment-DakXbZDt.js.map} +1 -1
  31. package/dist/{greasedLine.vertex-BhhwFKPy.js → greasedLine.vertex-DbhEvmnm.js} +3 -3
  32. package/dist/{greasedLine.vertex-BhhwFKPy.js.map → greasedLine.vertex-DbhEvmnm.js.map} +1 -1
  33. package/dist/{greasedLine.vertex-DIhgGSOi.js → greasedLine.vertex-Lh32HaiU.js} +4 -4
  34. package/dist/{greasedLine.vertex-DIhgGSOi.js.map → greasedLine.vertex-Lh32HaiU.js.map} +1 -1
  35. package/dist/{harmonicsFunctions-B9jTNKTF.js → harmonicsFunctions-Bki1gBZd.js} +3 -3
  36. package/dist/{harmonicsFunctions-B9jTNKTF.js.map → harmonicsFunctions-Bki1gBZd.js.map} +1 -1
  37. package/dist/{harmonicsFunctions-D9ZL5yLA.js → harmonicsFunctions-CjRTo-m9.js} +3 -3
  38. package/dist/{harmonicsFunctions-D9ZL5yLA.js.map → harmonicsFunctions-CjRTo-m9.js.map} +1 -1
  39. package/dist/{hdrTextureLoader-DreWCvHD.js → hdrTextureLoader-CLKfu37v.js} +2 -2
  40. package/dist/{hdrTextureLoader-DreWCvHD.js.map → hdrTextureLoader-CLKfu37v.js.map} +1 -1
  41. package/dist/{helperFunctions-Dh1WD8YN.js → helperFunctions-CQxHHy8r.js} +2 -2
  42. package/dist/{helperFunctions-Dh1WD8YN.js.map → helperFunctions-CQxHHy8r.js.map} +1 -1
  43. package/dist/{helperFunctions-ZBnqb-in.js → helperFunctions-TtJlWReK.js} +2 -2
  44. package/dist/{helperFunctions-ZBnqb-in.js.map → helperFunctions-TtJlWReK.js.map} +1 -1
  45. package/dist/{iesTextureLoader-JdfAyRK-.js → iesTextureLoader-BcJl2Arq.js} +2 -2
  46. package/dist/{iesTextureLoader-JdfAyRK-.js.map → iesTextureLoader-BcJl2Arq.js.map} +1 -1
  47. package/dist/{index-ChGTkj2q.js → index-DM3Dwe0V.js} +16 -16
  48. package/dist/{index-ChGTkj2q.js.map → index-DM3Dwe0V.js.map} +1 -1
  49. package/dist/{instancesVertex-evcSIvCA.js → instancesVertex-Dr04ZqKw.js} +2 -2
  50. package/dist/{instancesVertex-evcSIvCA.js.map → instancesVertex-Dr04ZqKw.js.map} +1 -1
  51. package/dist/{instancesVertex-BrWNnWxF.js → instancesVertex-DzC88b5Z.js} +2 -2
  52. package/dist/{instancesVertex-BrWNnWxF.js.map → instancesVertex-DzC88b5Z.js.map} +1 -1
  53. package/dist/{ktxTextureLoader-Dg1h0a-4.js → ktxTextureLoader-O794CBz4.js} +2 -2
  54. package/dist/{ktxTextureLoader-Dg1h0a-4.js.map → ktxTextureLoader-O794CBz4.js.map} +1 -1
  55. package/dist/{logDepthDeclaration-BHUUDd5l.js → logDepthDeclaration--8Jq3fys.js} +2 -2
  56. package/dist/{logDepthDeclaration-BHUUDd5l.js.map → logDepthDeclaration--8Jq3fys.js.map} +1 -1
  57. package/dist/{logDepthDeclaration-Bou5AJOP.js → logDepthDeclaration-DcveQRTq.js} +2 -2
  58. package/dist/{logDepthDeclaration-Bou5AJOP.js.map → logDepthDeclaration-DcveQRTq.js.map} +1 -1
  59. package/dist/{logDepthVertex-r_niddz9.js → logDepthVertex-BiWlUDke.js} +2 -2
  60. package/dist/{logDepthVertex-r_niddz9.js.map → logDepthVertex-BiWlUDke.js.map} +1 -1
  61. package/dist/{logDepthVertex-CCFGLExi.js → logDepthVertex-CYjRNQ1d.js} +2 -2
  62. package/dist/{logDepthVertex-CCFGLExi.js.map → logDepthVertex-CYjRNQ1d.js.map} +1 -1
  63. package/dist/{meshUboDeclaration-Dg__Mhmj.js → meshUboDeclaration-BmcefUDK.js} +2 -2
  64. package/dist/{meshUboDeclaration-Dg__Mhmj.js.map → meshUboDeclaration-BmcefUDK.js.map} +1 -1
  65. package/dist/{oitFragment-Bn29Ggvj.js → oitFragment-DP-aFNyo.js} +2 -2
  66. package/dist/{oitFragment-Bn29Ggvj.js.map → oitFragment-DP-aFNyo.js.map} +1 -1
  67. package/dist/{oitFragment-D6JBEGk0.js → oitFragment-DzgaBzc0.js} +2 -2
  68. package/dist/{oitFragment-D6JBEGk0.js.map → oitFragment-DzgaBzc0.js.map} +1 -1
  69. package/dist/{pass.fragment-Cf0ob1Y3.js → pass.fragment-DoZCyELK.js} +2 -2
  70. package/dist/{pass.fragment-Cf0ob1Y3.js.map → pass.fragment-DoZCyELK.js.map} +1 -1
  71. package/dist/{pass.fragment-C9O4ZLJL.js → pass.fragment-DxSTcWpC.js} +2 -2
  72. package/dist/{pass.fragment-C9O4ZLJL.js.map → pass.fragment-DxSTcWpC.js.map} +1 -1
  73. package/dist/{passCube.fragment-uM4B7TOI.js → passCube.fragment-Dv4FB3Ug.js} +2 -2
  74. package/dist/{passCube.fragment-uM4B7TOI.js.map → passCube.fragment-Dv4FB3Ug.js.map} +1 -1
  75. package/dist/{passCube.fragment-Mg8Qj5T9.js → passCube.fragment-nsqY0ZtC.js} +2 -2
  76. package/dist/{passCube.fragment-Mg8Qj5T9.js.map → passCube.fragment-nsqY0ZtC.js.map} +1 -1
  77. package/dist/{pbr.fragment-C8Lm3cwF.js → pbr.fragment-B13QduZT.js} +6 -6
  78. package/dist/{pbr.fragment-C8Lm3cwF.js.map → pbr.fragment-B13QduZT.js.map} +1 -1
  79. package/dist/{pbr.fragment-siOdCYqI.js → pbr.fragment-B6tx_cvK.js} +6 -6
  80. package/dist/{pbr.fragment-siOdCYqI.js.map → pbr.fragment-B6tx_cvK.js.map} +1 -1
  81. package/dist/{pbr.vertex-CmEPCcBW.js → pbr.vertex-CA7bnQjU.js} +7 -7
  82. package/dist/{pbr.vertex-CmEPCcBW.js.map → pbr.vertex-CA7bnQjU.js.map} +1 -1
  83. package/dist/{pbr.vertex-Bw_TrGQv.js → pbr.vertex-DW6iNOI2.js} +7 -7
  84. package/dist/{pbr.vertex-Bw_TrGQv.js.map → pbr.vertex-DW6iNOI2.js.map} +1 -1
  85. package/dist/{postprocess.vertex-B086G8mM.js → postprocess.vertex-DZzYDZfo.js} +2 -2
  86. package/dist/{postprocess.vertex-B086G8mM.js.map → postprocess.vertex-DZzYDZfo.js.map} +1 -1
  87. package/dist/{rgbdDecode.fragment-bNaGtQ-x.js → rgbdDecode.fragment-CAcs2JmP.js} +3 -3
  88. package/dist/{rgbdDecode.fragment-bNaGtQ-x.js.map → rgbdDecode.fragment-CAcs2JmP.js.map} +1 -1
  89. package/dist/{rgbdDecode.fragment-koAcppx0.js → rgbdDecode.fragment-E4n4lu8J.js} +3 -3
  90. package/dist/{rgbdDecode.fragment-koAcppx0.js.map → rgbdDecode.fragment-E4n4lu8J.js.map} +1 -1
  91. package/dist/{rgbdEncode.fragment-BDHL2P_i.js → rgbdEncode.fragment-CgYUAa43.js} +3 -3
  92. package/dist/{rgbdEncode.fragment-BDHL2P_i.js.map → rgbdEncode.fragment-CgYUAa43.js.map} +1 -1
  93. package/dist/{rgbdEncode.fragment-Dw0FS9aH.js → rgbdEncode.fragment-DCdpffcW.js} +3 -3
  94. package/dist/{rgbdEncode.fragment-Dw0FS9aH.js.map → rgbdEncode.fragment-DCdpffcW.js.map} +1 -1
  95. package/dist/{tgaTextureLoader-DIfkfgQh.js → tgaTextureLoader-DPWaEGJH.js} +2 -2
  96. package/dist/{tgaTextureLoader-DIfkfgQh.js.map → tgaTextureLoader-DPWaEGJH.js.map} +1 -1
  97. package/package.json +9 -5
@@ -1,9 +1,9 @@
1
- import { S as e } from "./index-ChGTkj2q.js";
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- import "./logDepthVertex-r_niddz9.js";
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- import "./harmonicsFunctions-D9ZL5yLA.js";
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- import "./logDepthDeclaration-Bou5AJOP.js";
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- import "./helperFunctions-Dh1WD8YN.js";
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- import "./instancesVertex-BrWNnWxF.js";
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+ import { S as e } from "./index-DM3Dwe0V.js";
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+ import "./logDepthVertex-BiWlUDke.js";
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+ import "./harmonicsFunctions-CjRTo-m9.js";
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+ import "./logDepthDeclaration-DcveQRTq.js";
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+ import "./helperFunctions-CQxHHy8r.js";
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+ import "./instancesVertex-DzC88b5Z.js";
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  const n = "pbrVertexDeclaration", r = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;
8
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  #ifdef MULTIVIEW
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  mat4 viewProjectionR;
@@ -362,4 +362,4 @@ const I = { name: i, shader: E };
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  export {
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  I as pbrVertexShader
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  };
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- //# sourceMappingURL=pbr.vertex-CmEPCcBW.js.map
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+ //# sourceMappingURL=pbr.vertex-CA7bnQjU.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.vertex-CmEPCcBW.js","sources":["../node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrVertexDeclaration.js","../node_modules/@babylonjs/core/Shaders/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./decalVertexDeclaration.js\";\nconst name = \"pbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;\n#endif\n#ifdef BASE_WEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\nuniform float baseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\nuniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nuniform vec4 cameraInfo;\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nuniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexDeclaration = { name, shader };\n//# sourceMappingURL=pbrVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/pbrVertexDeclaration.js\";\nimport \"./ShadersInclude/pbrUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/pbrBRDFFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.js\";\nimport \"./ShadersInclude/harmonicsFunctions.js\";\nimport \"./ShadersInclude/bumpVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration.js\";\nimport \"./ShadersInclude/lightVxUboDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/prePassVertex.js\";\nimport \"./ShadersInclude/uvVariableDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexImplementation.js\";\nimport \"./ShadersInclude/bumpVertex.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/fogVertex.js\";\nimport \"./ShadersInclude/shadowsVertex.js\";\nimport \"./ShadersInclude/vertexColorMixing.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"pbrVertexShader\";\nconst shader = `#define PBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef 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CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && 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+ {"version":3,"file":"pbr.vertex-CA7bnQjU.js","sources":["../node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrVertexDeclaration.js","../node_modules/@babylonjs/core/Shaders/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./decalVertexDeclaration.js\";\nconst name = \"pbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;\n#endif\n#ifdef BASE_WEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\nuniform float baseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\nuniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nuniform vec4 cameraInfo;\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nuniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexDeclaration = { name, shader };\n//# sourceMappingURL=pbrVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/pbrVertexDeclaration.js\";\nimport \"./ShadersInclude/pbrUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/pbrBRDFFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.js\";\nimport \"./ShadersInclude/harmonicsFunctions.js\";\nimport \"./ShadersInclude/bumpVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration.js\";\nimport \"./ShadersInclude/lightVxUboDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/prePassVertex.js\";\nimport \"./ShadersInclude/uvVariableDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexImplementation.js\";\nimport \"./ShadersInclude/bumpVertex.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/fogVertex.js\";\nimport \"./ShadersInclude/shadowsVertex.js\";\nimport \"./ShadersInclude/vertexColorMixing.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"pbrVertexShader\";\nconst shader = `#define PBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n//# 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@@ -1,9 +1,9 @@
1
- import { S as E } from "./index-ChGTkj2q.js";
2
- import "./harmonicsFunctions-B9jTNKTF.js";
3
- import "./logDepthVertex-CCFGLExi.js";
4
- import "./logDepthDeclaration-BHUUDd5l.js";
5
- import "./helperFunctions-ZBnqb-in.js";
6
- import "./instancesVertex-evcSIvCA.js";
1
+ import { S as E } from "./index-DM3Dwe0V.js";
2
+ import "./harmonicsFunctions-Bki1gBZd.js";
3
+ import "./logDepthVertex-CYjRNQ1d.js";
4
+ import "./logDepthDeclaration--8Jq3fys.js";
5
+ import "./helperFunctions-TtJlWReK.js";
6
+ import "./instancesVertex-Dr04ZqKw.js";
7
7
  const e = "pbrVertexShader", n = `#define PBR_VERTEX_SHADER
8
8
  #include<pbrUboDeclaration>
9
9
  #define CUSTOM_VERTEX_BEGIN
@@ -226,4 +226,4 @@ const A = { name: e, shader: n };
226
226
  export {
227
227
  A as pbrVertexShaderWGSL
228
228
  };
229
- //# sourceMappingURL=pbr.vertex-Bw_TrGQv.js.map
229
+ //# sourceMappingURL=pbr.vertex-DW6iNOI2.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.vertex-Bw_TrGQv.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/pbrUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/pbrBRDFFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.js\";\nimport \"./ShadersInclude/harmonicsFunctions.js\";\nimport \"./ShadersInclude/bumpVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/lightVxUboDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/prePassVertex.js\";\nimport \"./ShadersInclude/uvVariableDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexImplementation.js\";\nimport \"./ShadersInclude/bumpVertex.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/fogVertex.js\";\nimport \"./ShadersInclude/shadowsVertex.js\";\nimport \"./ShadersInclude/vertexColorMixing.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"pbrVertexShader\";\nconst shader = `#define PBR_VERTEX_SHADER\n#include<pbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-vertexOutputs.vPositionW);var NdotV: f32=max(dot(vertexOutputs.vNormalW,viewDirectionW),0.0);var roughNormal: vec3f=mix(vertexOutputs.vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*uniforms.baseDiffuseRoughness);var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(roughNormal,0)).xyz;\n#else\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrVertexShaderWGSL = { name, shader };\n//# 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+ {"version":3,"file":"pbr.vertex-DW6iNOI2.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/pbr.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/pbrUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/pbrBRDFFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.js\";\nimport \"./ShadersInclude/harmonicsFunctions.js\";\nimport \"./ShadersInclude/bumpVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/lightVxUboDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/prePassVertex.js\";\nimport \"./ShadersInclude/uvVariableDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexImplementation.js\";\nimport \"./ShadersInclude/bumpVertex.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/fogVertex.js\";\nimport \"./ShadersInclude/shadowsVertex.js\";\nimport \"./ShadersInclude/vertexColorMixing.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"pbrVertexShader\";\nconst shader = `#define PBR_VERTEX_SHADER\n#include<pbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-vertexOutputs.vPositionW);var NdotV: f32=max(dot(vertexOutputs.vNormalW,viewDirectionW),0.0);var roughNormal: vec3f=mix(vertexOutputs.vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*uniforms.baseDiffuseRoughness);var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(roughNormal,0)).xyz;\n#else\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=pbr.vertex.js.map"],"names":["name","shader","ShaderStore","pbrVertexShaderWGSL"],"mappings":";;;;;;AAkCA,MAAMA,IAAO,mBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA0NVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;AAG7B,MAACE,IAAsB,EAAE,MAAAH,GAAM,QAAAC,EAAM;","x_google_ignoreList":[0]}
@@ -1,4 +1,4 @@
1
- import { S as t } from "./index-ChGTkj2q.js";
1
+ import { S as t } from "./index-DM3Dwe0V.js";
2
2
  const e = "postprocessVertexShader", r = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);
3
3
  #define CUSTOM_VERTEX_DEFINITIONS
4
4
  @vertex
@@ -13,4 +13,4 @@ const o = { name: e, shader: r };
13
13
  export {
14
14
  o as postprocessVertexShaderWGSL
15
15
  };
16
- //# sourceMappingURL=postprocess.vertex-B086G8mM.js.map
16
+ //# sourceMappingURL=postprocess.vertex-DZzYDZfo.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"postprocess.vertex-B086G8mM.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/postprocess.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const postprocessVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=postprocess.vertex.js.map"],"names":["name","shader","ShaderStore","postprocessVertexShaderWGSL"],"mappings":";AAEA,MAAMA,IAAO,2BACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAUVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;AAG7B,MAACE,IAA8B,EAAE,MAAAH,GAAM,QAAAC,EAAM;","x_google_ignoreList":[0]}
1
+ {"version":3,"file":"postprocess.vertex-DZzYDZfo.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/postprocess.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"postprocessVertexShader\";\nconst shader = `attribute position: vec2<f32>;uniform scale: vec2<f32>;varying vUV: vec2<f32>;const madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=(vertexInputs.position*madd+madd)*uniforms.scale;vertexOutputs.position=vec4(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const postprocessVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=postprocess.vertex.js.map"],"names":["name","shader","ShaderStore","postprocessVertexShaderWGSL"],"mappings":";AAEA,MAAMA,IAAO,2BACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAUVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;AAG7B,MAACE,IAA8B,EAAE,MAAAH,GAAM,QAAAC,EAAM;","x_google_ignoreList":[0]}
@@ -1,9 +1,9 @@
1
- import { S as e } from "./index-ChGTkj2q.js";
2
- import "./helperFunctions-ZBnqb-in.js";
1
+ import { S as e } from "./index-DM3Dwe0V.js";
2
+ import "./helperFunctions-TtJlWReK.js";
3
3
  const r = "rgbdDecodePixelShader", t = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
4
4
  #include<helperFunctions>
5
5
  #define CUSTOM_FRAGMENT_DEFINITIONS
6
6
  @fragment
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;
8
8
  e.ShadersStoreWGSL[r] || (e.ShadersStoreWGSL[r] = t);
9
- //# sourceMappingURL=rgbdDecode.fragment-bNaGtQ-x.js.map
9
+ //# sourceMappingURL=rgbdDecode.fragment-CAcs2JmP.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdDecode.fragment-bNaGtQ-x.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const rgbdDecodePixelShaderWGSL = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
1
+ {"version":3,"file":"rgbdDecode.fragment-CAcs2JmP.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=vec4f(fromRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV)),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const rgbdDecodePixelShaderWGSL = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
@@ -1,9 +1,9 @@
1
- import { S as e } from "./index-ChGTkj2q.js";
2
- import "./helperFunctions-Dh1WD8YN.js";
1
+ import { S as e } from "./index-DM3Dwe0V.js";
2
+ import "./helperFunctions-CQxHHy8r.js";
3
3
  const r = "rgbdDecodePixelShader", o = `varying vec2 vUV;uniform sampler2D textureSampler;
4
4
  #include<helperFunctions>
5
5
  #define CUSTOM_FRAGMENT_DEFINITIONS
6
6
  void main(void)
7
7
  {gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;
8
8
  e.ShadersStore[r] || (e.ShadersStore[r] = o);
9
- //# sourceMappingURL=rgbdDecode.fragment-koAcppx0.js.map
9
+ //# sourceMappingURL=rgbdDecode.fragment-E4n4lu8J.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdDecode.fragment-koAcppx0.js","sources":["../node_modules/@babylonjs/core/Shaders/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,aAAaF,CAAI,MAC9BE,EAAY,aAAaF,CAAI,IAAIC;","x_google_ignoreList":[0]}
1
+ {"version":3,"file":"rgbdDecode.fragment-E4n4lu8J.js","sources":["../node_modules/@babylonjs/core/Shaders/rgbdDecode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdDecodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const rgbdDecodePixelShader = { name, shader };\n//# sourceMappingURL=rgbdDecode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,aAAaF,CAAI,MAC9BE,EAAY,aAAaF,CAAI,IAAIC;","x_google_ignoreList":[0]}
@@ -1,9 +1,9 @@
1
- import { S as e } from "./index-ChGTkj2q.js";
2
- import "./helperFunctions-ZBnqb-in.js";
1
+ import { S as e } from "./index-DM3Dwe0V.js";
2
+ import "./helperFunctions-TtJlWReK.js";
3
3
  const r = "rgbdEncodePixelShader", t = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
4
4
  #include<helperFunctions>
5
5
  #define CUSTOM_FRAGMENT_DEFINITIONS
6
6
  @fragment
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;
8
8
  e.ShadersStoreWGSL[r] || (e.ShadersStoreWGSL[r] = t);
9
- //# sourceMappingURL=rgbdEncode.fragment-BDHL2P_i.js.map
9
+ //# sourceMappingURL=rgbdEncode.fragment-CgYUAa43.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdEncode.fragment-BDHL2P_i.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/rgbdEncode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const rgbdEncodePixelShaderWGSL = { name, shader };\n//# sourceMappingURL=rgbdEncode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
1
+ {"version":3,"file":"rgbdEncode.fragment-CgYUAa43.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/rgbdEncode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=toRGBD(textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const rgbdEncodePixelShaderWGSL = { name, shader };\n//# sourceMappingURL=rgbdEncode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
@@ -1,9 +1,9 @@
1
- import { S as e } from "./index-ChGTkj2q.js";
2
- import "./helperFunctions-Dh1WD8YN.js";
1
+ import { S as e } from "./index-DM3Dwe0V.js";
2
+ import "./helperFunctions-CQxHHy8r.js";
3
3
  const r = "rgbdEncodePixelShader", o = `varying vec2 vUV;uniform sampler2D textureSampler;
4
4
  #include<helperFunctions>
5
5
  #define CUSTOM_FRAGMENT_DEFINITIONS
6
6
  void main(void)
7
7
  {gl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);}`;
8
8
  e.ShadersStore[r] || (e.ShadersStore[r] = o);
9
- //# sourceMappingURL=rgbdEncode.fragment-Dw0FS9aH.js.map
9
+ //# sourceMappingURL=rgbdEncode.fragment-DCdpffcW.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbdEncode.fragment-Dw0FS9aH.js","sources":["../node_modules/@babylonjs/core/Shaders/rgbdEncode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const rgbdEncodePixelShader = { name, shader };\n//# sourceMappingURL=rgbdEncode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,aAAaF,CAAI,MAC9BE,EAAY,aAAaF,CAAI,IAAIC;","x_google_ignoreList":[0]}
1
+ {"version":3,"file":"rgbdEncode.fragment-DCdpffcW.js","sources":["../node_modules/@babylonjs/core/Shaders/rgbdEncode.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nconst name = \"rgbdEncodePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{gl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const rgbdEncodePixelShader = { name, shader };\n//# sourceMappingURL=rgbdEncode.fragment.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAGA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,aAAaF,CAAI,MAC9BE,EAAY,aAAaF,CAAI,IAAIC;","x_google_ignoreList":[0]}
@@ -1,4 +1,4 @@
1
- import { c as A } from "./index-ChGTkj2q.js";
1
+ import { c as A } from "./index-DM3Dwe0V.js";
2
2
  const U = 1, d = 2, N = 3, L = 9, O = 10, Y = 11, k = 48, z = 4, P = 0, B = 1, C = 2, M = 3;
3
3
  function G(o) {
4
4
  let n = 0;
@@ -196,4 +196,4 @@ class J {
196
196
  export {
197
197
  J as _TGATextureLoader
198
198
  };
199
- //# sourceMappingURL=tgaTextureLoader-DIfkfgQh.js.map
199
+ //# sourceMappingURL=tgaTextureLoader-DPWaEGJH.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"tgaTextureLoader-DIfkfgQh.js","sources":["../node_modules/@babylonjs/core/Misc/tga.js","../node_modules/@babylonjs/core/Materials/Textures/Loaders/tgaTextureLoader.js"],"sourcesContent":["import { Logger } from \"../Misc/logger.js\";\n//private static _TYPE_NO_DATA = 0;\nconst _TYPE_INDEXED = 1;\nconst _TYPE_RGB = 2;\nconst _TYPE_GREY = 3;\nconst _TYPE_RLE_INDEXED = 9;\nconst _TYPE_RLE_RGB = 10;\nconst _TYPE_RLE_GREY = 11;\nconst _ORIGIN_MASK = 0x30;\nconst _ORIGIN_SHIFT = 0x04;\nconst _ORIGIN_BL = 0x00;\nconst _ORIGIN_BR = 0x01;\nconst _ORIGIN_UL = 0x02;\nconst _ORIGIN_UR = 0x03;\n/**\n * Gets the header of a TGA file\n * @param data defines the TGA data\n * @returns the header\n */\nexport function GetTGAHeader(data) {\n let offset = 0;\n const header = {\n id_length: data[offset++],\n colormap_type: data[offset++],\n image_type: data[offset++],\n colormap_index: data[offset++] | (data[offset++] << 8),\n colormap_length: data[offset++] | (data[offset++] << 8),\n colormap_size: data[offset++],\n origin: [data[offset++] | (data[offset++] << 8), data[offset++] | (data[offset++] << 8)],\n width: data[offset++] | (data[offset++] << 8),\n height: data[offset++] | (data[offset++] << 8),\n pixel_size: data[offset++],\n flags: data[offset++],\n };\n return header;\n}\n/**\n * Uploads TGA content to a Babylon Texture\n * @internal\n */\nexport function UploadContent(texture, data) {\n // Not enough data to contain header ?\n if (data.length < 19) {\n Logger.Error(\"Unable to load TGA file - Not enough data to contain header\");\n return;\n }\n // Read Header\n let offset = 18;\n const header = GetTGAHeader(data);\n // Assume it's a valid Targa file.\n if (header.id_length + offset > data.length) {\n Logger.Error(\"Unable to load TGA file - Not enough data\");\n return;\n }\n // Skip not needed data\n offset += header.id_length;\n let use_rle = false;\n let use_pal = false;\n let use_grey = false;\n // Get some informations.\n switch (header.image_type) {\n case _TYPE_RLE_INDEXED:\n use_rle = true;\n // eslint-disable-next-line no-fallthrough\n case _TYPE_INDEXED:\n use_pal = true;\n break;\n case _TYPE_RLE_RGB:\n use_rle = true;\n // eslint-disable-next-line no-fallthrough\n case _TYPE_RGB:\n // use_rgb = true;\n break;\n case _TYPE_RLE_GREY:\n use_rle = true;\n // eslint-disable-next-line no-fallthrough\n case _TYPE_GREY:\n use_grey = true;\n break;\n }\n let pixel_data;\n // var numAlphaBits = header.flags & 0xf;\n const pixel_size = header.pixel_size >> 3;\n const pixel_total = header.width * header.height * pixel_size;\n // Read palettes\n let palettes;\n if (use_pal) {\n palettes = data.subarray(offset, (offset += header.colormap_length * (header.colormap_size >> 3)));\n }\n // Read LRE\n if (use_rle) {\n pixel_data = new Uint8Array(pixel_total);\n let c, count, i;\n let localOffset = 0;\n const pixels = new Uint8Array(pixel_size);\n while (offset < pixel_total && localOffset < pixel_total) {\n c = data[offset++];\n count = (c & 0x7f) + 1;\n // RLE pixels\n if (c & 0x80) {\n // Bind pixel tmp array\n for (i = 0; i < pixel_size; ++i) {\n pixels[i] = data[offset++];\n }\n // Copy pixel array\n for (i = 0; i < count; ++i) {\n pixel_data.set(pixels, localOffset + i * pixel_size);\n }\n localOffset += pixel_size * count;\n }\n // Raw pixels\n else {\n count *= pixel_size;\n for (i = 0; i < count; ++i) {\n pixel_data[localOffset + i] = data[offset++];\n }\n localOffset += count;\n }\n }\n }\n // RAW Pixels\n else {\n pixel_data = data.subarray(offset, (offset += use_pal ? header.width * header.height : pixel_total));\n }\n // Load to texture\n let x_start, y_start, x_step, y_step, y_end, x_end;\n switch ((header.flags & _ORIGIN_MASK) >> _ORIGIN_SHIFT) {\n default:\n case _ORIGIN_UL:\n x_start = 0;\n x_step = 1;\n x_end = header.width;\n y_start = 0;\n y_step = 1;\n y_end = header.height;\n break;\n case _ORIGIN_BL:\n x_start = 0;\n x_step = 1;\n x_end = header.width;\n y_start = header.height - 1;\n y_step = -1;\n y_end = -1;\n break;\n case _ORIGIN_UR:\n x_start = header.width - 1;\n x_step = -1;\n x_end = -1;\n y_start = 0;\n y_step = 1;\n y_end = header.height;\n break;\n case _ORIGIN_BR:\n x_start = header.width - 1;\n x_step = -1;\n x_end = -1;\n y_start = header.height - 1;\n y_step = -1;\n y_end = -1;\n break;\n }\n // Load the specify method\n const func = \"_getImageData\" + (use_grey ? \"Grey\" : \"\") + header.pixel_size + \"bits\";\n const imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);\n const engine = texture.getEngine();\n engine._uploadDataToTextureDirectly(texture, imageData);\n}\n/**\n * @internal\n */\nfunction GetImageData8bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data, colormap = palettes;\n const width = header.width, height = header.height;\n let color, i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i++) {\n color = image[i];\n imageData[(x + width * y) * 4 + 3] = 255;\n imageData[(x + width * y) * 4 + 2] = colormap[color * 3 + 0];\n imageData[(x + width * y) * 4 + 1] = colormap[color * 3 + 1];\n imageData[(x + width * y) * 4 + 0] = colormap[color * 3 + 2];\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageData16bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let color, i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 2) {\n color = image[i + 0] + (image[i + 1] << 8); // Inversed ?\n const r = ((((color & 0x7c00) >> 10) * 255) / 0x1f) | 0;\n const g = ((((color & 0x03e0) >> 5) * 255) / 0x1f) | 0;\n const b = (((color & 0x001f) * 255) / 0x1f) | 0;\n imageData[(x + width * y) * 4 + 0] = r;\n imageData[(x + width * y) * 4 + 1] = g;\n imageData[(x + width * y) * 4 + 2] = b;\n imageData[(x + width * y) * 4 + 3] = color & 0x8000 ? 0 : 255;\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageData24bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 3) {\n imageData[(x + width * y) * 4 + 3] = 255;\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\n imageData[(x + width * y) * 4 + 1] = image[i + 1];\n imageData[(x + width * y) * 4 + 0] = image[i + 2];\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageData32bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 4) {\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\n imageData[(x + width * y) * 4 + 1] = image[i + 1];\n imageData[(x + width * y) * 4 + 0] = image[i + 2];\n imageData[(x + width * y) * 4 + 3] = image[i + 3];\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageDataGrey8bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let color, i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i++) {\n color = image[i];\n imageData[(x + width * y) * 4 + 0] = color;\n imageData[(x + width * y) * 4 + 1] = color;\n imageData[(x + width * y) * 4 + 2] = color;\n imageData[(x + width * y) * 4 + 3] = 255;\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageDataGrey16bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 2) {\n imageData[(x + width * y) * 4 + 0] = image[i + 0];\n imageData[(x + width * y) * 4 + 1] = image[i + 0];\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\n imageData[(x + width * y) * 4 + 3] = image[i + 1];\n }\n }\n return imageData;\n}\n/**\n * Based on jsTGALoader - Javascript loader for TGA file\n * By Vincent Thibault\n * @see http://blog.robrowser.com/javascript-tga-loader.html\n */\nexport const TGATools = {\n /**\n * Gets the header of a TGA file\n * @param data defines the TGA data\n * @returns the header\n */\n GetTGAHeader,\n /**\n * Uploads TGA content to a Babylon Texture\n * @internal\n */\n UploadContent,\n /** @internal */\n _getImageData8bits: GetImageData8bits,\n /** @internal */\n _getImageData16bits: GetImageData16bits,\n /** @internal */\n _getImageData24bits: GetImageData24bits,\n /** @internal */\n _getImageData32bits: GetImageData32bits,\n /** @internal */\n _getImageDataGrey8bits: GetImageDataGrey8bits,\n /** @internal */\n _getImageDataGrey16bits: GetImageDataGrey16bits,\n};\n//# sourceMappingURL=tga.js.map","import { GetTGAHeader, UploadContent } from \"../../../Misc/tga.js\";\n/**\n * Implementation of the TGA Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _TGATextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = false;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n */\n loadCubeData() {\n // eslint-disable-next-line no-throw-literal\n throw \".env not supported in Cube.\";\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. 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0 : 255;\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageData24bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 3) {\n imageData[(x + width * y) * 4 + 3] = 255;\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\n imageData[(x + width * y) * 4 + 1] = image[i + 1];\n imageData[(x + width * y) * 4 + 0] = image[i + 2];\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageData32bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 4) {\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\n imageData[(x + width * y) * 4 + 1] = image[i + 1];\n imageData[(x + width * y) * 4 + 0] = image[i + 2];\n imageData[(x + width * y) * 4 + 3] = image[i + 3];\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageDataGrey8bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let color, i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i++) {\n color = image[i];\n imageData[(x + width * y) * 4 + 0] = color;\n imageData[(x + width * y) * 4 + 1] = color;\n imageData[(x + width * y) * 4 + 2] = color;\n imageData[(x + width * y) * 4 + 3] = 255;\n }\n }\n return imageData;\n}\n/**\n * @internal\n */\nfunction GetImageDataGrey16bits(header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {\n const image = pixel_data;\n const width = header.width, height = header.height;\n let i = 0, x, y;\n const imageData = new Uint8Array(width * height * 4);\n for (y = y_start; y !== y_end; y += y_step) {\n for (x = x_start; x !== x_end; x += x_step, i += 2) {\n imageData[(x + width * y) * 4 + 0] = image[i + 0];\n imageData[(x + width * y) * 4 + 1] = image[i + 0];\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\n imageData[(x + width * y) * 4 + 3] = image[i + 1];\n }\n }\n return imageData;\n}\n/**\n * Based on jsTGALoader - Javascript loader for TGA file\n * By Vincent Thibault\n * @see http://blog.robrowser.com/javascript-tga-loader.html\n */\nexport const TGATools = {\n /**\n * Gets the header of a TGA file\n * @param data defines the TGA data\n * @returns the header\n */\n GetTGAHeader,\n /**\n * Uploads TGA content to a Babylon Texture\n * @internal\n */\n UploadContent,\n /** @internal */\n _getImageData8bits: GetImageData8bits,\n /** @internal */\n _getImageData16bits: GetImageData16bits,\n /** @internal */\n _getImageData24bits: GetImageData24bits,\n /** @internal */\n _getImageData32bits: GetImageData32bits,\n /** @internal */\n _getImageDataGrey8bits: GetImageDataGrey8bits,\n /** @internal */\n _getImageDataGrey16bits: GetImageDataGrey16bits,\n};\n//# sourceMappingURL=tga.js.map","import { GetTGAHeader, UploadContent } from \"../../../Misc/tga.js\";\n/**\n * Implementation of the TGA Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _TGATextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = false;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@graphty/graphty-element",
3
- "version": "1.0.1",
3
+ "version": "1.0.2",
4
4
  "description": "A Web Component library for 3D/2D graph visualization built with Lit and Babylon.js",
5
5
  "type": "module",
6
6
  "main": "./dist/graphty.umd.cjs",
@@ -13,7 +13,10 @@
13
13
  "require": "./dist/graphty.umd.cjs"
14
14
  }
15
15
  },
16
- "sideEffects": false,
16
+ "sideEffects": [
17
+ "./dist/graphty.js",
18
+ "./dist/graphty.umd.cjs"
19
+ ],
17
20
  "files": [
18
21
  "dist/",
19
22
  "README.md",
@@ -45,7 +48,7 @@
45
48
  "test": "vitest --project=default",
46
49
  "test:browser": "vitest --project=browser",
47
50
  "test:storybook": "vitest --project=storybook",
48
- "test:all": "vitest run --project=storybook --project=default --project=browser && npm run chromatic",
51
+ "test:all": "vitest run --project=storybook --project=default --project=browser",
49
52
  "test:visual": "npm run chromatic",
50
53
  "test:order": "vitest --project=browser test/initialization-order.test.ts test/operation-order.test.ts test/graphty-element-properties.test.ts",
51
54
  "coverage": "vitest --project=storybook --project=default --project=browser --coverage",
@@ -58,11 +61,12 @@
58
61
  "preview": "vite preview",
59
62
  "build:storybook": "storybook build",
60
63
  "storybook": "storybook dev -p 9025 --no-open",
61
- "chromatic": "npx chromatic --project-token=chpt_74783da3ef424ee",
64
+ "chromatic": "npx chromatic",
62
65
  "prepare": "husky",
63
66
  "postinstall": "playwright install",
64
67
  "build-storybook": "npm run build:storybook",
65
- "ready:commit": "npm run build && npm run lint && npm run test:all"
68
+ "ready:commit": "npm run build && npm run lint && npm run test:all",
69
+ "merge:upstream": "git pull origin master --no-rebase"
66
70
  },
67
71
  "devDependencies": {
68
72
  "@chromatic-com/storybook": "^4.0.0",