@graphty/graphty-element 1.0.1

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Files changed (103) hide show
  1. package/README.md +9 -0
  2. package/dist/basisTextureLoader-BqIvxvNl.js +312 -0
  3. package/dist/basisTextureLoader-BqIvxvNl.js.map +1 -0
  4. package/dist/custom-elements.json +1 -0
  5. package/dist/dds-BlAaKjyJ.js +357 -0
  6. package/dist/dds-BlAaKjyJ.js.map +1 -0
  7. package/dist/ddsTextureLoader-D7Jh83wc.js +44 -0
  8. package/dist/ddsTextureLoader-D7Jh83wc.js.map +1 -0
  9. package/dist/default.fragment-BNc4beoN.js +452 -0
  10. package/dist/default.fragment-BNc4beoN.js.map +1 -0
  11. package/dist/default.fragment-CSeCDRwv.js +512 -0
  12. package/dist/default.fragment-CSeCDRwv.js.map +1 -0
  13. package/dist/default.vertex-9pBFrn06.js +202 -0
  14. package/dist/default.vertex-9pBFrn06.js.map +1 -0
  15. package/dist/default.vertex-DDjK1DRv.js +185 -0
  16. package/dist/default.vertex-DDjK1DRv.js.map +1 -0
  17. package/dist/defaultUboDeclaration-CG47IDRY.js +9 -0
  18. package/dist/defaultUboDeclaration-CG47IDRY.js.map +1 -0
  19. package/dist/defaultUboDeclaration-Ct5CiQ-w.js +11 -0
  20. package/dist/defaultUboDeclaration-Ct5CiQ-w.js.map +1 -0
  21. package/dist/dumpTools-DA1xMSIZ.js +103 -0
  22. package/dist/dumpTools-DA1xMSIZ.js.map +1 -0
  23. package/dist/envTextureLoader-DdCLpySN.js +238 -0
  24. package/dist/envTextureLoader-DdCLpySN.js.map +1 -0
  25. package/dist/exrTextureLoader-CnJSRQ9w.js +741 -0
  26. package/dist/exrTextureLoader-CnJSRQ9w.js.map +1 -0
  27. package/dist/graphty.js +12 -0
  28. package/dist/graphty.js.map +1 -0
  29. package/dist/graphty.umd.cjs +12657 -0
  30. package/dist/graphty.umd.cjs.map +1 -0
  31. package/dist/greasedLine.fragment-BZnGGe-r.js +30 -0
  32. package/dist/greasedLine.fragment-BZnGGe-r.js.map +1 -0
  33. package/dist/greasedLine.fragment-DixuqXus.js +12 -0
  34. package/dist/greasedLine.fragment-DixuqXus.js.map +1 -0
  35. package/dist/greasedLine.vertex-BhhwFKPy.js +33 -0
  36. package/dist/greasedLine.vertex-BhhwFKPy.js.map +1 -0
  37. package/dist/greasedLine.vertex-DIhgGSOi.js +49 -0
  38. package/dist/greasedLine.vertex-DIhgGSOi.js.map +1 -0
  39. package/dist/harmonicsFunctions-B9jTNKTF.js +197 -0
  40. package/dist/harmonicsFunctions-B9jTNKTF.js.map +1 -0
  41. package/dist/harmonicsFunctions-D9ZL5yLA.js +194 -0
  42. package/dist/harmonicsFunctions-D9ZL5yLA.js.map +1 -0
  43. package/dist/hdrTextureLoader-DreWCvHD.js +112 -0
  44. package/dist/hdrTextureLoader-DreWCvHD.js.map +1 -0
  45. package/dist/helperFunctions-Dh1WD8YN.js +106 -0
  46. package/dist/helperFunctions-Dh1WD8YN.js.map +1 -0
  47. package/dist/helperFunctions-ZBnqb-in.js +79 -0
  48. package/dist/helperFunctions-ZBnqb-in.js.map +1 -0
  49. package/dist/iesTextureLoader-JdfAyRK-.js +94 -0
  50. package/dist/iesTextureLoader-JdfAyRK-.js.map +1 -0
  51. package/dist/index-ChGTkj2q.js +62191 -0
  52. package/dist/index-ChGTkj2q.js.map +1 -0
  53. package/dist/instancesVertex-BrWNnWxF.js +46 -0
  54. package/dist/instancesVertex-BrWNnWxF.js.map +1 -0
  55. package/dist/instancesVertex-evcSIvCA.js +55 -0
  56. package/dist/instancesVertex-evcSIvCA.js.map +1 -0
  57. package/dist/ktxTextureLoader-Dg1h0a-4.js +520 -0
  58. package/dist/ktxTextureLoader-Dg1h0a-4.js.map +1 -0
  59. package/dist/logDepthDeclaration-BHUUDd5l.js +12 -0
  60. package/dist/logDepthDeclaration-BHUUDd5l.js.map +1 -0
  61. package/dist/logDepthDeclaration-Bou5AJOP.js +28 -0
  62. package/dist/logDepthDeclaration-Bou5AJOP.js.map +1 -0
  63. package/dist/logDepthVertex-CCFGLExi.js +496 -0
  64. package/dist/logDepthVertex-CCFGLExi.js.map +1 -0
  65. package/dist/logDepthVertex-r_niddz9.js +496 -0
  66. package/dist/logDepthVertex-r_niddz9.js.map +1 -0
  67. package/dist/mesh.vertexData.functions-Bc9lJlrU.js +75 -0
  68. package/dist/mesh.vertexData.functions-Bc9lJlrU.js.map +1 -0
  69. package/dist/meshUboDeclaration-Dg__Mhmj.js +18 -0
  70. package/dist/meshUboDeclaration-Dg__Mhmj.js.map +1 -0
  71. package/dist/oitFragment-Bn29Ggvj.js +1191 -0
  72. package/dist/oitFragment-Bn29Ggvj.js.map +1 -0
  73. package/dist/oitFragment-D6JBEGk0.js +1328 -0
  74. package/dist/oitFragment-D6JBEGk0.js.map +1 -0
  75. package/dist/pass.fragment-C9O4ZLJL.js +11 -0
  76. package/dist/pass.fragment-C9O4ZLJL.js.map +1 -0
  77. package/dist/pass.fragment-Cf0ob1Y3.js +11 -0
  78. package/dist/pass.fragment-Cf0ob1Y3.js.map +1 -0
  79. package/dist/passCube.fragment-Mg8Qj5T9.js +30 -0
  80. package/dist/passCube.fragment-Mg8Qj5T9.js.map +1 -0
  81. package/dist/passCube.fragment-uM4B7TOI.js +30 -0
  82. package/dist/passCube.fragment-uM4B7TOI.js.map +1 -0
  83. package/dist/pbr.fragment-C8Lm3cwF.js +3176 -0
  84. package/dist/pbr.fragment-C8Lm3cwF.js.map +1 -0
  85. package/dist/pbr.fragment-siOdCYqI.js +3219 -0
  86. package/dist/pbr.fragment-siOdCYqI.js.map +1 -0
  87. package/dist/pbr.vertex-Bw_TrGQv.js +229 -0
  88. package/dist/pbr.vertex-Bw_TrGQv.js.map +1 -0
  89. package/dist/pbr.vertex-CmEPCcBW.js +365 -0
  90. package/dist/pbr.vertex-CmEPCcBW.js.map +1 -0
  91. package/dist/postprocess.vertex-B086G8mM.js +16 -0
  92. package/dist/postprocess.vertex-B086G8mM.js.map +1 -0
  93. package/dist/rgbdDecode.fragment-bNaGtQ-x.js +9 -0
  94. package/dist/rgbdDecode.fragment-bNaGtQ-x.js.map +1 -0
  95. package/dist/rgbdDecode.fragment-koAcppx0.js +9 -0
  96. package/dist/rgbdDecode.fragment-koAcppx0.js.map +1 -0
  97. package/dist/rgbdEncode.fragment-BDHL2P_i.js +9 -0
  98. package/dist/rgbdEncode.fragment-BDHL2P_i.js.map +1 -0
  99. package/dist/rgbdEncode.fragment-Dw0FS9aH.js +9 -0
  100. package/dist/rgbdEncode.fragment-Dw0FS9aH.js.map +1 -0
  101. package/dist/tgaTextureLoader-DIfkfgQh.js +199 -0
  102. package/dist/tgaTextureLoader-DIfkfgQh.js.map +1 -0
  103. package/package.json +124 -0
@@ -0,0 +1,202 @@
1
+ import { S as e } from "./index-ChGTkj2q.js";
2
+ import "./logDepthVertex-r_niddz9.js";
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+ import "./defaultUboDeclaration-Ct5CiQ-w.js";
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+ import "./helperFunctions-Dh1WD8YN.js";
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+ import "./instancesVertex-BrWNnWxF.js";
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+ import "./logDepthDeclaration-Bou5AJOP.js";
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+ const n = "defaultVertexDeclaration", a = `uniform mat4 viewProjection;
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+ #ifdef MULTIVIEW
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+ mat4 viewProjectionR;
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+ #endif
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+ uniform mat4 view;
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+ #ifdef DIFFUSE
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+ uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
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+ #endif
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+ #ifdef AMBIENT
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+ uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
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+ #endif
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+ #ifdef OPACITY
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+ uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
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+ #endif
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+ #ifdef EMISSIVE
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+ uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
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+ #endif
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+ #ifdef LIGHTMAP
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+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
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+ #endif
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+ #if defined(SPECULAR) && defined(SPECULARTERM)
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+ uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
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+ #endif
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+ #ifdef BUMP
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+ uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
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+ #endif
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+ #ifdef REFLECTION
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+ uniform mat4 reflectionMatrix;
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+ #endif
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+ #ifdef POINTSIZE
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+ uniform float pointSize;
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+ #endif
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+ #ifdef DETAIL
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+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
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+ #endif
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+ uniform vec4 cameraInfo;
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+ #include<decalVertexDeclaration>
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+ #define ADDITIONAL_VERTEX_DECLARATION
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+ `;
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+ e.IncludesShadersStore[n] || (e.IncludesShadersStore[n] = a);
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+ const t = "pointCloudVertex", o = `#if defined(POINTSIZE) && !defined(WEBGPU)
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+ gl_PointSize=pointSize;
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+ #endif
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+ `;
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+ e.IncludesShadersStore[t] || (e.IncludesShadersStore[t] = o);
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+ const i = "defaultVertexShader", d = `#define CUSTOM_VERTEX_EXTENSION
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+ #include<__decl__defaultVertex>
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+ #define CUSTOM_VERTEX_BEGIN
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+ attribute vec3 position;
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+ #ifdef NORMAL
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+ attribute vec3 normal;
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+ #endif
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+ #ifdef TANGENT
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+ attribute vec4 tangent;
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+ #endif
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+ #ifdef UV1
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+ attribute vec2 uv;
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+ #endif
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+ #include<uvAttributeDeclaration>[2..7]
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+ #ifdef VERTEXCOLOR
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+ attribute vec4 color;
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+ #endif
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+ #include<helperFunctions>
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+ #include<bonesDeclaration>
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+ #include<bakedVertexAnimationDeclaration>
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+ #include<instancesDeclaration>
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+ #include<prePassVertexDeclaration>
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+ #include<mainUVVaryingDeclaration>[1..7]
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
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+ #if defined(SPECULARTERM)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
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+ #endif
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
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+ varying vec3 vPositionW;
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+ #ifdef NORMAL
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+ varying vec3 vNormalW;
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+ #endif
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+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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+ varying vec4 vColor;
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+ #endif
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+ #include<bumpVertexDeclaration>
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+ #include<clipPlaneVertexDeclaration>
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+ #include<fogVertexDeclaration>
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+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
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+ #include<morphTargetsVertexGlobalDeclaration>
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+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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+ #ifdef REFLECTIONMAP_SKYBOX
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+ varying vec3 vPositionUVW;
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+ #endif
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+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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+ varying vec3 vDirectionW;
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+ #endif
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+ #include<logDepthDeclaration>
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+ #define CUSTOM_VERTEX_DEFINITIONS
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+ void main(void) {
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+ #define CUSTOM_VERTEX_MAIN_BEGIN
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+ vec3 positionUpdated=position;
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+ #ifdef NORMAL
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+ vec3 normalUpdated=normal;
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+ #endif
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+ #ifdef TANGENT
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+ vec4 tangentUpdated=tangent;
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+ #endif
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+ #ifdef UV1
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+ vec2 uvUpdated=uv;
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+ #endif
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+ #ifdef UV2
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+ vec2 uv2Updated=uv2;
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+ #endif
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+ #ifdef VERTEXCOLOR
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+ vec4 colorUpdated=color;
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+ #endif
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+ #include<morphTargetsVertexGlobal>
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+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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+ #ifdef REFLECTIONMAP_SKYBOX
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+ vPositionUVW=positionUpdated;
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+ #endif
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+ #define CUSTOM_VERTEX_UPDATE_POSITION
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+ #define CUSTOM_VERTEX_UPDATE_NORMAL
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+ #include<instancesVertex>
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+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
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+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
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+ #endif
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+ #include<bonesVertex>
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+ #include<bakedVertexAnimation>
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+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
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+ #ifdef NORMAL
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+ mat3 normalWorld=mat3(finalWorld);
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+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
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+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
143
+ #else
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+ #ifdef NONUNIFORMSCALING
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+ normalWorld=transposeMat3(inverseMat3(normalWorld));
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+ #endif
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+ vNormalW=normalize(normalWorld*normalUpdated);
148
+ #endif
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+ #endif
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+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
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+ #ifdef MULTIVIEW
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+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
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+ #else
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+ gl_Position=viewProjection*worldPos;
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+ #endif
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+ vPositionW=vec3(worldPos);
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+ #ifdef PREPASS
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+ #include<prePassVertex>
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+ #endif
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+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
162
+ #endif
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+ #ifndef UV1
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+ vec2 uvUpdated=vec2(0.,0.);
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+ #endif
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+ #ifndef UV2
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+ vec2 uv2Updated=vec2(0.,0.);
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+ #endif
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+ #ifdef MAINUV1
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+ vMainUV1=uvUpdated;
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+ #endif
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+ #ifdef MAINUV2
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+ vMainUV2=uv2Updated;
174
+ #endif
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+ #include<uvVariableDeclaration>[3..7]
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+ #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
180
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
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+ #if defined(SPECULARTERM)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
184
+ #endif
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+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
186
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
187
+ #include<bumpVertex>
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+ #include<clipPlaneVertex>
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+ #include<fogVertex>
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+ #include<shadowsVertex>[0..maxSimultaneousLights]
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+ #include<vertexColorMixing>
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+ #include<pointCloudVertex>
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+ #include<logDepthVertex>
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+ #define CUSTOM_VERTEX_MAIN_END
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+ }
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+ `;
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+ e.ShadersStore[i] || (e.ShadersStore[i] = d);
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+ const c = { name: i, shader: d };
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+ export {
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+ c as defaultVertexShader
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+ };
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+ //# sourceMappingURL=default.vertex-9pBFrn06.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.vertex-9pBFrn06.js","sources":["../node_modules/@babylonjs/core/Shaders/ShadersInclude/defaultVertexDeclaration.js","../node_modules/@babylonjs/core/Shaders/ShadersInclude/pointCloudVertex.js","../node_modules/@babylonjs/core/Shaders/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./decalVertexDeclaration.js\";\nconst name = \"defaultVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif \nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 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#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\nuniform vec4 cameraInfo;\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 defaultVertexDeclaration = { name, shader };\n//# sourceMappingURL=defaultVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"pointCloudVertex\";\nconst shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pointCloudVertex = { name, shader };\n//# sourceMappingURL=pointCloudVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/defaultVertexDeclaration.js\";\nimport \"./ShadersInclude/defaultUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.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/pointCloudVertex.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"defaultVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_EXTENSION\n#include<__decl__defaultVertex>\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#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\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);\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#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\nvPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\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 defaultVertexShader = { name, shader };\n//# 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@@ -0,0 +1,185 @@
1
+ import { S as e } from "./index-ChGTkj2q.js";
2
+ import "./defaultUboDeclaration-CG47IDRY.js";
3
+ import "./logDepthVertex-CCFGLExi.js";
4
+ import "./helperFunctions-ZBnqb-in.js";
5
+ import "./instancesVertex-evcSIvCA.js";
6
+ import "./logDepthDeclaration-BHUUDd5l.js";
7
+ const t = "lightVxFragmentDeclaration", r = `#ifdef LIGHT{X}
8
+ uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
9
+ #ifdef SPECULARTERM
10
+ uniform vLightSpecular{X}: vec4f;
11
+ #else
12
+ var vLightSpecular{X}: vec4f= vec4f(0.);
13
+ #endif
14
+ #ifdef SHADOW{X}
15
+ #ifdef SHADOWCSM{X}
16
+ uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
17
+ #elif defined(SHADOWCUBE{X})
18
+ #else
19
+ varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
20
+ #endif
21
+ uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
22
+ #endif
23
+ #ifdef SPOTLIGHT{X}
24
+ uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
25
+ #elif defined(POINTLIGHT{X})
26
+ uniform vLightFalloff{X}: vec4f;
27
+ #elif defined(HEMILIGHT{X})
28
+ uniform vLightGround{X}: vec3f;
29
+ #endif
30
+ #if defined(AREALIGHT{X})
31
+ uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
32
+ #endif
33
+ #endif
34
+ `;
35
+ e.IncludesShadersStoreWGSL[t] || (e.IncludesShadersStoreWGSL[t] = r);
36
+ const i = "defaultVertexShader", n = `#include<defaultUboDeclaration>
37
+ #define CUSTOM_VERTEX_BEGIN
38
+ attribute position: vec3f;
39
+ #ifdef NORMAL
40
+ attribute normal: vec3f;
41
+ #endif
42
+ #ifdef TANGENT
43
+ attribute tangent: vec4f;
44
+ #endif
45
+ #ifdef UV1
46
+ attribute uv: vec2f;
47
+ #endif
48
+ #include<uvAttributeDeclaration>[2..7]
49
+ #ifdef VERTEXCOLOR
50
+ attribute color: vec4f;
51
+ #endif
52
+ #include<helperFunctions>
53
+ #include<bonesDeclaration>
54
+ #include<bakedVertexAnimationDeclaration>
55
+ #include<instancesDeclaration>
56
+ #include<prePassVertexDeclaration>
57
+ #include<mainUVVaryingDeclaration>[1..7]
58
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
59
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
60
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
61
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
62
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
63
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
64
+ #if defined(SPECULARTERM)
65
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
66
+ #endif
67
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
68
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
69
+ varying vPositionW: vec3f;
70
+ #ifdef NORMAL
71
+ varying vNormalW: vec3f;
72
+ #endif
73
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
74
+ varying vColor: vec4f;
75
+ #endif
76
+ #include<bumpVertexDeclaration>
77
+ #include<clipPlaneVertexDeclaration>
78
+ #include<fogVertexDeclaration>
79
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
80
+ #include<morphTargetsVertexGlobalDeclaration>
81
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
82
+ #ifdef REFLECTIONMAP_SKYBOX
83
+ varying vPositionUVW: vec3f;
84
+ #endif
85
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
86
+ varying vDirectionW: vec3f;
87
+ #endif
88
+ #include<logDepthDeclaration>
89
+ #define CUSTOM_VERTEX_DEFINITIONS
90
+ @vertex
91
+ fn main(input : VertexInputs)->FragmentInputs {
92
+ #define CUSTOM_VERTEX_MAIN_BEGIN
93
+ var positionUpdated: vec3f=vertexInputs.position;
94
+ #ifdef NORMAL
95
+ var normalUpdated: vec3f=vertexInputs.normal;
96
+ #endif
97
+ #ifdef TANGENT
98
+ var tangentUpdated: vec4f=vertexInputs.tangent;
99
+ #endif
100
+ #ifdef UV1
101
+ var uvUpdated: vec2f=vertexInputs.uv;
102
+ #endif
103
+ #ifdef UV2
104
+ var uv2Updated: vec2f=vertexInputs.uv2;
105
+ #endif
106
+ #ifdef VERTEXCOLOR
107
+ var colorUpdated: vec4f=vertexInputs.color;
108
+ #endif
109
+ #include<morphTargetsVertexGlobal>
110
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
111
+ #ifdef REFLECTIONMAP_SKYBOX
112
+ vertexOutputs.vPositionUVW=positionUpdated;
113
+ #endif
114
+ #define CUSTOM_VERTEX_UPDATE_POSITION
115
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
116
+ #include<instancesVertex>
117
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
118
+ vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
119
+ #endif
120
+ #include<bonesVertex>
121
+ #include<bakedVertexAnimation>
122
+ var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
123
+ #ifdef NORMAL
124
+ var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
125
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
126
+ vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
127
+ #else
128
+ #ifdef NONUNIFORMSCALING
129
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
130
+ #endif
131
+ vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
132
+ #endif
133
+ #endif
134
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
135
+ #ifdef MULTIVIEW
136
+ if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
137
+ #else
138
+ vertexOutputs.position=scene.viewProjection*worldPos;
139
+ #endif
140
+ vertexOutputs.vPositionW= worldPos.xyz;
141
+ #ifdef PREPASS
142
+ #include<prePassVertex>
143
+ #endif
144
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
145
+ vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
146
+ #endif
147
+ #ifndef UV1
148
+ var uvUpdated: vec2f=vec2f(0.,0.);
149
+ #endif
150
+ #ifdef MAINUV1
151
+ vertexOutputs.vMainUV1=uvUpdated;
152
+ #endif
153
+ #ifndef UV2
154
+ var uv2Updated: vec2f=vec2f(0.,0.);
155
+ #endif
156
+ #ifdef MAINUV2
157
+ vertexOutputs.vMainUV2=uv2Updated;
158
+ #endif
159
+ #include<uvVariableDeclaration>[3..7]
160
+ #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
161
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
162
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
163
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
164
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
165
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
166
+ #if defined(SPECULARTERM)
167
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
168
+ #endif
169
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
170
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
171
+ #include<bumpVertex>
172
+ #include<clipPlaneVertex>
173
+ #include<fogVertex>
174
+ #include<shadowsVertex>[0..maxSimultaneousLights]
175
+ #include<vertexColorMixing>
176
+ #include<logDepthVertex>
177
+ #define CUSTOM_VERTEX_MAIN_END
178
+ }
179
+ `;
180
+ e.ShadersStoreWGSL[i] || (e.ShadersStoreWGSL[i] = n);
181
+ const c = { name: i, shader: n };
182
+ export {
183
+ c as defaultVertexShaderWGSL
184
+ };
185
+ //# sourceMappingURL=default.vertex-DDjK1DRv.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"default.vertex-DDjK1DRv.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js","../node_modules/@babylonjs/core/ShadersWGSL/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X})\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/defaultUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.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 = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\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#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\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#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\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<__decl__lightVxFragment>[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);\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#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\nvertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\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_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.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#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\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#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`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["name","shader","ShaderStore","defaultVertexShaderWGSL"],"mappings":";;;;;;AAEA,MAAMA,IAAO,8BACPC,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;AA6BVC,EAAY,yBAAyBF,CAAI,MAC1CE,EAAY,yBAAyBF,CAAI,IAAIC;ACAjD,MAAMD,IAAO,uBACPC,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;AAiJVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;AAG7B,MAACE,IAA0B,EAAE,MAAAH,GAAM,QAAAC,EAAM;","x_google_ignoreList":[0,1]}
@@ -0,0 +1,9 @@
1
+ import { S as f } from "./index-ChGTkj2q.js";
2
+ import "./meshUboDeclaration-Dg__Mhmj.js";
3
+ const o = "defaultUboDeclaration", i = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;
4
+ #define ADDITIONAL_UBO_DECLARATION
5
+ #include<sceneUboDeclaration>
6
+ #include<meshUboDeclaration>
7
+ `;
8
+ f.IncludesShadersStoreWGSL[o] || (f.IncludesShadersStoreWGSL[o] = i);
9
+ //# sourceMappingURL=defaultUboDeclaration-CG47IDRY.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultUboDeclaration-CG47IDRY.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./sceneUboDeclaration.js\";\nimport \"./meshUboDeclaration.js\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAIA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,yBAAyBF,CAAI,MAC1CE,EAAY,yBAAyBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
@@ -0,0 +1,11 @@
1
+ import { S as e } from "./index-ChGTkj2q.js";
2
+ import "./logDepthDeclaration-Bou5AJOP.js";
3
+ const o = "defaultUboDeclaration", i = `layout(std140,column_major) uniform;uniform Material
4
+ {vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;
5
+ #define ADDITIONAL_UBO_DECLARATION
6
+ };
7
+ #include<sceneUboDeclaration>
8
+ #include<meshUboDeclaration>
9
+ `;
10
+ e.IncludesShadersStore[o] || (e.IncludesShadersStore[o] = i);
11
+ //# sourceMappingURL=defaultUboDeclaration-Ct5CiQ-w.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultUboDeclaration-Ct5CiQ-w.js","sources":["../node_modules/@babylonjs/core/Shaders/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./sceneUboDeclaration.js\";\nimport \"./meshUboDeclaration.js\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclaration = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAIA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAQVC,EAAY,qBAAqBF,CAAI,MACtCE,EAAY,qBAAqBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
@@ -0,0 +1,103 @@
1
+ import { C as I, e as d, E as m, h as S, i as b } from "./index-ChGTkj2q.js";
2
+ let l, c = null;
3
+ async function x() {
4
+ return c || (c = new Promise((t, s) => {
5
+ let a, e = null;
6
+ const i = {
7
+ preserveDrawingBuffer: !0,
8
+ depth: !1,
9
+ stencil: !1,
10
+ alpha: !0,
11
+ premultipliedAlpha: !1,
12
+ antialias: !1,
13
+ failIfMajorPerformanceCaveat: !1
14
+ };
15
+ import("./index-ChGTkj2q.js").then((r) => r.t).then(({ ThinEngine: r }) => {
16
+ var f;
17
+ const o = m.Instances.length;
18
+ try {
19
+ a = new OffscreenCanvas(100, 100), e = new r(a, !1, i);
20
+ } catch {
21
+ o < m.Instances.length && ((f = m.Instances.pop()) == null || f.dispose()), a = document.createElement("canvas"), e = new r(a, !1, i);
22
+ }
23
+ m.Instances.pop(), m.OnEnginesDisposedObservable.add((n) => {
24
+ e && n !== e && !e.isDisposed && m.Instances.length === 0 && A();
25
+ }), e.getCaps().parallelShaderCompile = void 0;
26
+ const p = new S(e);
27
+ import("./pass.fragment-Cf0ob1Y3.js").then(({ passPixelShader: n }) => {
28
+ if (!e) {
29
+ s("Engine is not defined");
30
+ return;
31
+ }
32
+ const w = new b({
33
+ engine: e,
34
+ name: n.name,
35
+ fragmentShader: n.shader,
36
+ samplerNames: ["textureSampler"]
37
+ });
38
+ l = {
39
+ canvas: a,
40
+ engine: e,
41
+ renderer: p,
42
+ wrapper: w
43
+ }, t(l);
44
+ });
45
+ }).catch(s);
46
+ })), await c;
47
+ }
48
+ async function y(t, s, a, e, i = "image/png", r, o) {
49
+ const p = await a.readPixels(0, 0, t, s), f = new Uint8Array(p.buffer);
50
+ D(t, s, f, e, i, r, !0, void 0, o);
51
+ }
52
+ async function v(t, s, a, e = "image/png", i, r = !1, o = !1, p) {
53
+ return await new Promise((f) => {
54
+ D(t, s, a, (n) => f(n), e, i, r, o, p);
55
+ });
56
+ }
57
+ function D(t, s, a, e, i = "image/png", r, o = !1, p = !1, f) {
58
+ x().then((n) => {
59
+ if (n.engine.setSize(t, s, !0), a instanceof Float32Array) {
60
+ const g = new Uint8Array(a.length);
61
+ let u = a.length;
62
+ for (; u--; ) {
63
+ const h = a[u];
64
+ g[u] = Math.round(I(h) * 255);
65
+ }
66
+ a = g;
67
+ }
68
+ const w = n.engine.createRawTexture(a, t, s, 5, !1, !o, 1);
69
+ n.renderer.setViewport(), n.renderer.applyEffectWrapper(n.wrapper), n.wrapper.effect._bindTexture("textureSampler", w), n.renderer.draw(), p ? d.ToBlob(n.canvas, (g) => {
70
+ const u = new FileReader();
71
+ u.onload = (h) => {
72
+ const E = h.target.result;
73
+ e && e(E);
74
+ }, u.readAsArrayBuffer(g);
75
+ }, i, f) : d.EncodeScreenshotCanvasData(n.canvas, e, i, r, f), w.dispose();
76
+ });
77
+ }
78
+ function A() {
79
+ l ? (l.wrapper.dispose(), l.renderer.dispose(), l.engine.dispose()) : c == null || c.then((t) => {
80
+ t.wrapper.dispose(), t.renderer.dispose(), t.engine.dispose();
81
+ }), c = null, l = null;
82
+ }
83
+ const B = {
84
+ // eslint-disable-next-line @typescript-eslint/naming-convention
85
+ DumpData: D,
86
+ // eslint-disable-next-line @typescript-eslint/naming-convention
87
+ DumpDataAsync: v,
88
+ // eslint-disable-next-line @typescript-eslint/naming-convention
89
+ DumpFramebuffer: y,
90
+ // eslint-disable-next-line @typescript-eslint/naming-convention
91
+ Dispose: A
92
+ }, C = () => {
93
+ d.DumpData = D, d.DumpDataAsync = v, d.DumpFramebuffer = y;
94
+ };
95
+ C();
96
+ export {
97
+ A as Dispose,
98
+ D as DumpData,
99
+ v as DumpDataAsync,
100
+ y as DumpFramebuffer,
101
+ B as DumpTools
102
+ };
103
+ //# sourceMappingURL=dumpTools-DA1xMSIZ.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dumpTools-DA1xMSIZ.js","sources":["../node_modules/@babylonjs/core/Misc/dumpTools.js"],"sourcesContent":["\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer.js\";\nimport { Tools } from \"./tools.js\";\nimport { Clamp } from \"../Maths/math.scalar.functions.js\";\nimport { EngineStore } from \"../Engines/engineStore.js\";\nlet DumpToolsEngine;\nlet EnginePromise = null;\nasync function _CreateDumpRendererAsync() {\n if (!EnginePromise) {\n EnginePromise = new Promise((resolve, reject) => {\n let canvas;\n let engine = null;\n const options = {\n preserveDrawingBuffer: true,\n depth: false,\n stencil: false,\n alpha: true,\n premultipliedAlpha: false,\n antialias: false,\n failIfMajorPerformanceCaveat: false,\n };\n import(\"../Engines/thinEngine.js\")\n // eslint-disable-next-line github/no-then\n .then(({ ThinEngine: thinEngineClass }) => {\n const engineInstanceCount = EngineStore.Instances.length;\n try {\n canvas = new OffscreenCanvas(100, 100); // will be resized later\n engine = new thinEngineClass(canvas, false, options);\n }\n catch (e) {\n if (engineInstanceCount < EngineStore.Instances.length) {\n // The engine was created by another instance, let's use it\n EngineStore.Instances.pop()?.dispose();\n }\n // The browser either does not support OffscreenCanvas or WebGL context in OffscreenCanvas, fallback on a regular canvas\n canvas = document.createElement(\"canvas\");\n engine = new thinEngineClass(canvas, false, options);\n }\n // remove this engine from the list of instances to avoid using it for other purposes\n EngineStore.Instances.pop();\n // However, make sure to dispose it when no other engines are left\n EngineStore.OnEnginesDisposedObservable.add((e) => {\n // guaranteed to run when no other instances are left\n // only dispose if it's not the current engine\n if (engine && e !== engine && !engine.isDisposed && EngineStore.Instances.length === 0) {\n // Dump the engine and the associated resources\n Dispose();\n }\n });\n engine.getCaps().parallelShaderCompile = undefined;\n const renderer = new EffectRenderer(engine);\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\n import(\"../Shaders/pass.fragment.js\").then(({ passPixelShader }) => {\n if (!engine) {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n reject(\"Engine is not defined\");\n return;\n }\n const wrapper = new EffectWrapper({\n engine,\n name: passPixelShader.name,\n fragmentShader: passPixelShader.shader,\n samplerNames: [\"textureSampler\"],\n });\n DumpToolsEngine = {\n canvas,\n engine,\n renderer,\n wrapper,\n };\n resolve(DumpToolsEngine);\n });\n })\n // eslint-disable-next-line github/no-then\n .catch(reject);\n });\n }\n return await EnginePromise;\n}\n/**\n * Dumps the current bound framebuffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param engine defines the hosting engine\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n * @returns a void promise\n */\n// Should have \"Async\" in the name but this is a public API and we can't break it now\n// eslint-disable-next-line no-restricted-syntax\nexport async function DumpFramebuffer(width, height, engine, successCallback, mimeType = \"image/png\", fileName, quality) {\n // Read the contents of the framebuffer\n const bufferView = await engine.readPixels(0, 0, width, height);\n const data = new Uint8Array(bufferView.buffer);\n DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);\n}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n * @returns a promise that resolve to the final data\n */\nexport async function DumpDataAsync(width, height, data, mimeType = \"image/png\", fileName, invertY = false, toArrayBuffer = false, quality) {\n return await new Promise((resolve) => {\n DumpData(width, height, data, (result) => resolve(result), mimeType, fileName, invertY, toArrayBuffer, quality);\n });\n}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n */\nexport function DumpData(width, height, data, successCallback, mimeType = \"image/png\", fileName, invertY = false, toArrayBuffer = false, quality) {\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\n _CreateDumpRendererAsync().then((renderer) => {\n renderer.engine.setSize(width, height, true);\n // Convert if data are float32\n if (data instanceof Float32Array) {\n const data2 = new Uint8Array(data.length);\n let n = data.length;\n while (n--) {\n const v = data[n];\n data2[n] = Math.round(Clamp(v) * 255);\n }\n data = data2;\n }\n // Create the image\n const texture = renderer.engine.createRawTexture(data, width, height, 5, false, !invertY, 1);\n renderer.renderer.setViewport();\n renderer.renderer.applyEffectWrapper(renderer.wrapper);\n renderer.wrapper.effect._bindTexture(\"textureSampler\", texture);\n renderer.renderer.draw();\n if (toArrayBuffer) {\n Tools.ToBlob(renderer.canvas, (blob) => {\n const fileReader = new FileReader();\n fileReader.onload = (event) => {\n const arrayBuffer = event.target.result;\n if (successCallback) {\n successCallback(arrayBuffer);\n }\n };\n fileReader.readAsArrayBuffer(blob);\n }, mimeType, quality);\n }\n else {\n Tools.EncodeScreenshotCanvasData(renderer.canvas, successCallback, mimeType, fileName, quality);\n }\n texture.dispose();\n });\n}\n/**\n * Dispose the dump tools associated resources\n */\nexport function Dispose() {\n if (DumpToolsEngine) {\n DumpToolsEngine.wrapper.dispose();\n DumpToolsEngine.renderer.dispose();\n DumpToolsEngine.engine.dispose();\n }\n else {\n // in cases where the engine is not yet created, we need to wait for it to dispose it\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\n EnginePromise?.then((dumpToolsEngine) => {\n dumpToolsEngine.wrapper.dispose();\n dumpToolsEngine.renderer.dispose();\n dumpToolsEngine.engine.dispose();\n });\n }\n EnginePromise = null;\n DumpToolsEngine = null;\n}\n/**\n * Object containing a set of static utilities functions to dump data from a canvas\n * @deprecated use functions\n */\nexport const DumpTools = {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpData,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpDataAsync,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpFramebuffer,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n Dispose,\n};\n/**\n * This will be executed automatically for UMD and es5.\n * If esm dev wants the side effects to execute they will have to run it manually\n * Once we build native modules those need to be exported.\n * @internal\n */\nconst InitSideEffects = () => {\n // References the dependencies.\n Tools.DumpData = DumpData;\n Tools.DumpDataAsync = DumpDataAsync;\n Tools.DumpFramebuffer = DumpFramebuffer;\n};\nInitSideEffects();\n//# 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