@itwin/core-frontend 4.1.0-dev.35 → 4.1.0-dev.40

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 (851) hide show
  1. package/lib/cjs/AccuDraw.js.map +1 -1
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  5. package/lib/cjs/AuxCoordSys.js.map +1 -1
  6. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  7. package/lib/cjs/BingLocation.js.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  10. package/lib/cjs/CategorySelectorState.js.map +1 -1
  11. package/lib/cjs/ChangeFlags.js.map +1 -1
  12. package/lib/cjs/CheckpointConnection.js.map +1 -1
  13. package/lib/cjs/CoordSystem.js.map +1 -1
  14. package/lib/cjs/DecorationsCache.js.map +1 -1
  15. package/lib/cjs/DevTools.js.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js.map +1 -1
  17. package/lib/cjs/DrawingViewState.js +5 -5
  18. package/lib/cjs/DrawingViewState.js.map +1 -1
  19. package/lib/cjs/ElementLocateManager.js.map +1 -1
  20. package/lib/cjs/EmphasizeElements.js.map +1 -1
  21. package/lib/cjs/EntityState.js.map +1 -1
  22. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  23. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  24. package/lib/cjs/FlashSettings.js.map +1 -1
  25. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  26. package/lib/cjs/Frustum2d.js.map +1 -1
  27. package/lib/cjs/FrustumAnimator.js.map +1 -1
  28. package/lib/cjs/FuzzySearch.js.map +1 -1
  29. package/lib/cjs/GeoServices.js.map +1 -1
  30. package/lib/cjs/GlobeAnimator.js.map +1 -1
  31. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  32. package/lib/cjs/HitDetail.js.map +1 -1
  33. package/lib/cjs/IModelApp.js.map +1 -1
  34. package/lib/cjs/IModelConnection.js +23 -23
  35. package/lib/cjs/IModelConnection.js.map +1 -1
  36. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  37. package/lib/cjs/IModeljs-css.js +133 -133
  38. package/lib/cjs/IModeljs-css.js.map +1 -1
  39. package/lib/cjs/IpcApp.js.map +1 -1
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  42. package/lib/cjs/MarginPercent.js.map +1 -1
  43. package/lib/cjs/Marker.js.map +1 -1
  44. package/lib/cjs/ModelSelectorState.js.map +1 -1
  45. package/lib/cjs/NativeApp.js.map +1 -1
  46. package/lib/cjs/NativeAppLogger.js.map +1 -1
  47. package/lib/cjs/NoRenderApp.js.map +1 -1
  48. package/lib/cjs/NotificationManager.js.map +1 -1
  49. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  50. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  51. package/lib/cjs/RealityDataSource.js.map +1 -1
  52. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  55. package/lib/cjs/SelectionSet.js.map +1 -1
  56. package/lib/cjs/SheetViewState.js.map +1 -1
  57. package/lib/cjs/SpatialViewState.js.map +1 -1
  58. package/lib/cjs/Sprites.js.map +1 -1
  59. package/lib/cjs/StandardView.js.map +1 -1
  60. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  61. package/lib/cjs/TentativePoint.js.map +1 -1
  62. package/lib/cjs/Tiles.js.map +1 -1
  63. package/lib/cjs/UserPreferences.js.map +1 -1
  64. package/lib/cjs/ViewAnimation.js.map +1 -1
  65. package/lib/cjs/ViewContext.js.map +1 -1
  66. package/lib/cjs/ViewCreator2d.js.map +1 -1
  67. package/lib/cjs/ViewCreator3d.js.map +1 -1
  68. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  69. package/lib/cjs/ViewManager.js.map +1 -1
  70. package/lib/cjs/ViewPose.js.map +1 -1
  71. package/lib/cjs/ViewState.js.map +1 -1
  72. package/lib/cjs/ViewStatus.js.map +1 -1
  73. package/lib/cjs/ViewingSpace.js.map +1 -1
  74. package/lib/cjs/Viewport.js.map +1 -1
  75. package/lib/cjs/ViewportSync.js.map +1 -1
  76. package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -1
  77. package/lib/cjs/common/ImageUtil.js.map +1 -1
  78. package/lib/cjs/common/ViewRect.js.map +1 -1
  79. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  80. package/lib/cjs/common/gltf/GltfModel.js.map +1 -1
  81. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  82. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  83. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  84. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  85. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  86. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  87. package/lib/cjs/common/render/AnimationNodeId.js.map +1 -1
  88. package/lib/cjs/common/render/MaterialParams.js.map +1 -1
  89. package/lib/cjs/common/render/TextureParams.js.map +1 -1
  90. package/lib/cjs/common/render/primitives/AuxChannelTable.js.map +1 -1
  91. package/lib/cjs/common/render/primitives/DisplayParams.js.map +1 -1
  92. package/lib/cjs/common/render/primitives/EdgeParams.js.map +1 -1
  93. package/lib/cjs/common/render/primitives/MeshParams.js.map +1 -1
  94. package/lib/cjs/common/render/primitives/MeshPrimitive.js.map +1 -1
  95. package/lib/cjs/common/render/primitives/PointStringParams.js.map +1 -1
  96. package/lib/cjs/common/render/primitives/PolylineParams.js.map +1 -1
  97. package/lib/cjs/common/render/primitives/SurfaceParams.js.map +1 -1
  98. package/lib/cjs/common/render/primitives/VertexIndices.js.map +1 -1
  99. package/lib/cjs/common/render/primitives/VertexTable.js.map +1 -1
  100. package/lib/cjs/common/render/primitives/VertexTableSplitter.js.map +1 -1
  101. package/lib/cjs/core-frontend.js.map +1 -1
  102. package/lib/cjs/extension/Extension.js.map +1 -1
  103. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  104. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  105. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  106. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  107. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  108. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  109. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  110. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  111. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  112. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  113. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  114. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  115. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  116. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  117. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  118. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  119. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  120. package/lib/cjs/render/CreateRenderMaterialArgs.js.map +1 -1
  121. package/lib/cjs/render/CreateTextureArgs.js.map +1 -1
  122. package/lib/cjs/render/Decorations.js.map +1 -1
  123. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  124. package/lib/cjs/render/FrameStats.js.map +1 -1
  125. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  126. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  127. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  128. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  129. package/lib/cjs/render/MockRender.js.map +1 -1
  130. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  131. package/lib/cjs/render/Pixel.js.map +1 -1
  132. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  133. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  134. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  135. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  136. package/lib/cjs/render/RenderMemory.js.map +1 -1
  137. package/lib/cjs/render/RenderPlan.js.map +1 -1
  138. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  139. package/lib/cjs/render/RenderSystem.js.map +1 -1
  140. package/lib/cjs/render/RenderTarget.js.map +1 -1
  141. package/lib/cjs/render/Scene.js.map +1 -1
  142. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  143. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  144. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  145. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  146. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  147. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  148. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  149. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  150. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  151. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  152. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  153. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  154. package/lib/cjs/render/primitives/VertexTableBuilder.js.map +1 -1
  155. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  156. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  157. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  158. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  159. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  160. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  161. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  162. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  163. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  164. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  165. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  166. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  167. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  168. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  169. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  170. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  171. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  172. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  173. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  174. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  175. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  176. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  177. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  178. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  179. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  180. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  181. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  182. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  183. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  184. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  185. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  186. package/lib/cjs/render/webgl/GL.js.map +1 -1
  187. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  188. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  189. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  190. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  191. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  192. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  193. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  194. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  195. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  196. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  197. package/lib/cjs/render/webgl/Material.js.map +1 -1
  198. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  199. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  200. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  201. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  202. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  203. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  204. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  205. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  206. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  207. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  208. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  209. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  210. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  211. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  212. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  213. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  214. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  215. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  216. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  217. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  218. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  219. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  220. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  221. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  222. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  223. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  224. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  225. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  226. package/lib/cjs/render/webgl/System.js.map +1 -1
  227. package/lib/cjs/render/webgl/Target.js.map +1 -1
  228. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  229. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  230. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  231. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  232. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  233. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  234. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  235. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  236. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  237. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  238. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  239. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  240. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  241. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  242. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  243. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  244. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  245. package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
  246. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  247. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  248. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  249. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  250. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  252. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  254. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  256. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  258. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  259. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  260. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  262. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  264. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  266. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  268. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  270. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  272. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  274. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  276. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  278. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
  280. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  282. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  284. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  286. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
  289. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
  291. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
  293. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
  295. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  296. package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
  297. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
  299. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
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@@ -9,67 +9,67 @@
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
10
  exports.decode3Float32 = exports.decodeFloat32 = exports.addUnpackAndNormalize2Bytes = exports.unpackAndNormalize2Bytes = exports.unpack2Bytes = exports.pack2Bytes = exports.encodeDepthRgb = exports.decodeDepthRgb = exports.unquantize2d = exports.unquantize3d = exports.decodeUint24 = exports.decodeUint16 = void 0;
11
11
  /** @internal */
12
- exports.decodeUint16 = `
13
- float decodeUInt16(vec2 v) {
14
- return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)
15
- }
12
+ exports.decodeUint16 = `
13
+ float decodeUInt16(vec2 v) {
14
+ return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)
15
+ }
16
16
  `;
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  /** @internal */
18
- exports.decodeUint24 = `
19
- float decodeUInt24(vec3 v) {
20
- return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)
21
- }
18
+ exports.decodeUint24 = `
19
+ float decodeUInt24(vec3 v) {
20
+ return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)
21
+ }
22
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  `;
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  /** @internal */
24
- exports.unquantize3d = `
25
- vec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }
24
+ exports.unquantize3d = `
25
+ vec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }
26
26
  `;
27
27
  /** @internal */
28
- exports.unquantize2d = `
29
- // params.xy = origin. params.zw = scale.
30
- vec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }
28
+ exports.unquantize2d = `
29
+ // params.xy = origin. params.zw = scale.
30
+ vec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }
31
31
  `;
32
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  /** @internal */
33
- exports.decodeDepthRgb = `
34
- float decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }
33
+ exports.decodeDepthRgb = `
34
+ float decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }
35
35
  `;
36
36
  /** @internal */
37
- exports.encodeDepthRgb = `
38
- vec3 encodeDepthRgb(float depth) {
39
- // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).
40
- depth = min(depth, 16777215.0/16777216.0);
41
-
42
- vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;
43
- enc = fract(enc);
44
- enc.xy -= enc.yz / 255.0;
45
- return enc;
46
- }
37
+ exports.encodeDepthRgb = `
38
+ vec3 encodeDepthRgb(float depth) {
39
+ // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).
40
+ depth = min(depth, 16777215.0/16777216.0);
41
+
42
+ vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;
43
+ enc = fract(enc);
44
+ enc.xy -= enc.yz / 255.0;
45
+ return enc;
46
+ }
47
47
  `;
48
48
  /** Pack 2 floats in the integer range [0..255] into a single float equal to v.x | (v.y << 8)
49
49
  * @internal
50
50
  */
51
- exports.pack2Bytes = `
52
- float pack2Bytes(vec2 v) {
53
- return v.x + (v.y * 256.0);
54
- }
51
+ exports.pack2Bytes = `
52
+ float pack2Bytes(vec2 v) {
53
+ return v.x + (v.y * 256.0);
54
+ }
55
55
  `;
56
56
  /** Unpack a float in the integer range [0..0xffff] into a vec2 containing 2 integers in the range [0..255]
57
57
  * @internal
58
58
  */
59
- exports.unpack2Bytes = `
60
- vec2 unpack2Bytes(float f) {
61
- f = floor(f + 0.5);
62
- vec2 v;
63
- v.y = floor(f / 256.0);
64
- v.x = floor(f - v.y * 256.0);
65
- return v;
66
- }
59
+ exports.unpack2Bytes = `
60
+ vec2 unpack2Bytes(float f) {
61
+ f = floor(f + 0.5);
62
+ vec2 v;
63
+ v.y = floor(f / 256.0);
64
+ v.x = floor(f - v.y * 256.0);
65
+ return v;
66
+ }
67
67
  `;
68
68
  /** @internal */
69
- exports.unpackAndNormalize2Bytes = `
70
- vec2 unpackAndNormalize2Bytes(float f) {
71
- return unpack2Bytes(f) / 255.0;
72
- }
69
+ exports.unpackAndNormalize2Bytes = `
70
+ vec2 unpackAndNormalize2Bytes(float f) {
71
+ return unpack2Bytes(f) / 255.0;
72
+ }
73
73
  `;
74
74
  /** @internal */
75
75
  function addUnpackAndNormalize2Bytes(builder) {
@@ -82,30 +82,30 @@ exports.addUnpackAndNormalize2Bytes = addUnpackAndNormalize2Bytes;
82
82
  * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl
83
83
  * @internal
84
84
  */
85
- exports.decodeFloat32 = `
86
- float decodeFloat32(vec4 packedFloat) {
87
- float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;
88
- float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
89
- if (exponent == -127.0)
90
- return 0.0;
91
-
92
- float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);
93
- float result = sign * exp2(exponent - 23.0) * mantissa;
94
- return result;
95
- }
85
+ exports.decodeFloat32 = `
86
+ float decodeFloat32(vec4 packedFloat) {
87
+ float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;
88
+ float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
89
+ if (exponent == -127.0)
90
+ return 0.0;
91
+
92
+ float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);
93
+ float result = sign * exp2(exponent - 23.0) * mantissa;
94
+ return result;
95
+ }
96
96
  `;
97
- exports.decode3Float32 = `
98
- // This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz
99
- // pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z
100
- // e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)
101
- // likewise .y info is in [1], .z in [2], and .w in [3]
102
- vec3 decode3Float32(vec3 packedFloat[4]) {
103
- vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;
104
- vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;
105
- vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));
106
- vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);
107
- vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;
108
- return result;
109
- }
97
+ exports.decode3Float32 = `
98
+ // This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz
99
+ // pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z
100
+ // e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)
101
+ // likewise .y info is in [1], .z in [2], and .w in [3]
102
+ vec3 decode3Float32(vec3 packedFloat[4]) {
103
+ vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;
104
+ vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;
105
+ vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));
106
+ vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);
107
+ vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;
108
+ return result;
109
+ }
110
110
  `;
111
111
  //# sourceMappingURL=Decode.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Decode.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAIH,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;CAE3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;CAG3B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;CAE7B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF;;GAEG;AACU,QAAA,UAAU,GAAG;;;;CAIzB,CAAC;AAEF;;GAEG;AACU,QAAA,YAAY,GAAG;;;;;;;;CAQ3B,CAAC;AAEF,gBAAgB;AACH,QAAA,wBAAwB,GAAG;;;;CAIvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,2BAA2B,CAAC,OAAsB;IAChE,OAAO,CAAC,WAAW,CAAC,oBAAY,CAAC,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,gCAAwB,CAAC,CAAC;AAChD,CAAC;AAHD,kEAGC;AAED;;;;GAIG;AACU,QAAA,aAAa,GAAG;;;;;;;;;;;CAW5B,CAAC;AAEW,QAAA,cAAc,GAAG;;;;;;;;;;;;;CAa7B,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ShaderBuilder } from \"../ShaderBuilder\";\r\n\r\n/** @internal */\r\nexport const decodeUint16 = `\r\nfloat decodeUInt16(vec2 v) {\r\n return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeUint24 = `\r\nfloat decodeUInt24(vec3 v) {\r\n return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize3d = `\r\nvec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize2d = `\r\n// params.xy = origin. params.zw = scale.\r\nvec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeDepthRgb = `\r\nfloat decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }\r\n`;\r\n\r\n/** @internal */\r\nexport const encodeDepthRgb = `\r\nvec3 encodeDepthRgb(float depth) {\r\n // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).\r\n depth = min(depth, 16777215.0/16777216.0);\r\n\r\n vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;\r\n enc = fract(enc);\r\n enc.xy -= enc.yz / 255.0;\r\n return enc;\r\n}\r\n`;\r\n\r\n/** Pack 2 floats in the integer range [0..255] into a single float equal to v.x | (v.y << 8)\r\n * @internal\r\n */\r\nexport const pack2Bytes = `\r\nfloat pack2Bytes(vec2 v) {\r\n return v.x + (v.y * 256.0);\r\n}\r\n`;\r\n\r\n/** Unpack a float in the integer range [0..0xffff] into a vec2 containing 2 integers in the range [0..255]\r\n * @internal\r\n */\r\nexport const unpack2Bytes = `\r\nvec2 unpack2Bytes(float f) {\r\n f = floor(f + 0.5);\r\n vec2 v;\r\n v.y = floor(f / 256.0);\r\n v.x = floor(f - v.y * 256.0);\r\n return v;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unpackAndNormalize2Bytes = `\r\nvec2 unpackAndNormalize2Bytes(float f) {\r\n return unpack2Bytes(f) / 255.0;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): void {\r\n builder.addFunction(unpack2Bytes);\r\n builder.addFunction(unpackAndNormalize2Bytes);\r\n}\r\n\r\n/** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.\r\n * The input vec4 components are in the integer range [0..255].\r\n * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl\r\n * @internal\r\n */\r\nexport const decodeFloat32 = `\r\nfloat decodeFloat32(vec4 packedFloat) {\r\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\r\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;\r\n if (exponent == -127.0)\r\n return 0.0;\r\n\r\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\r\n float result = sign * exp2(exponent - 23.0) * mantissa;\r\n return result;\r\n}\r\n`;\r\n\r\nexport const decode3Float32 = `\r\n// This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz\r\n// pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z\r\n// e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)\r\n// likewise .y info is in [1], .z in [2], and .w in [3]\r\nvec3 decode3Float32(vec3 packedFloat[4]) {\r\n vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;\r\n vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;\r\n vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));\r\n vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);\r\n vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;\r\n return result;\r\n}\r\n`;\r\n"]}
1
+ {"version":3,"file":"Decode.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAIH,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;CAE3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;CAG3B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;CAE7B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF;;GAEG;AACU,QAAA,UAAU,GAAG;;;;CAIzB,CAAC;AAEF;;GAEG;AACU,QAAA,YAAY,GAAG;;;;;;;;CAQ3B,CAAC;AAEF,gBAAgB;AACH,QAAA,wBAAwB,GAAG;;;;CAIvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,2BAA2B,CAAC,OAAsB;IAChE,OAAO,CAAC,WAAW,CAAC,oBAAY,CAAC,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,gCAAwB,CAAC,CAAC;AAChD,CAAC;AAHD,kEAGC;AAED;;;;GAIG;AACU,QAAA,aAAa,GAAG;;;;;;;;;;;CAW5B,CAAC;AAEW,QAAA,cAAc,GAAG;;;;;;;;;;;;;CAa7B,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { ShaderBuilder } from \"../ShaderBuilder\";\n\n/** @internal */\nexport const decodeUint16 = `\nfloat decodeUInt16(vec2 v) {\n return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)\n}\n`;\n\n/** @internal */\nexport const decodeUint24 = `\nfloat decodeUInt24(vec3 v) {\n return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)\n}\n`;\n\n/** @internal */\nexport const unquantize3d = `\nvec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }\n`;\n\n/** @internal */\nexport const unquantize2d = `\n// params.xy = origin. params.zw = scale.\nvec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }\n`;\n\n/** @internal */\nexport const decodeDepthRgb = `\nfloat decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }\n`;\n\n/** @internal */\nexport const encodeDepthRgb = `\nvec3 encodeDepthRgb(float depth) {\n // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).\n depth = min(depth, 16777215.0/16777216.0);\n\n vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;\n enc = fract(enc);\n enc.xy -= enc.yz / 255.0;\n return enc;\n}\n`;\n\n/** Pack 2 floats in the integer range [0..255] into a single float equal to v.x | (v.y << 8)\n * @internal\n */\nexport const pack2Bytes = `\nfloat pack2Bytes(vec2 v) {\n return v.x + (v.y * 256.0);\n}\n`;\n\n/** Unpack a float in the integer range [0..0xffff] into a vec2 containing 2 integers in the range [0..255]\n * @internal\n */\nexport const unpack2Bytes = `\nvec2 unpack2Bytes(float f) {\n f = floor(f + 0.5);\n vec2 v;\n v.y = floor(f / 256.0);\n v.x = floor(f - v.y * 256.0);\n return v;\n}\n`;\n\n/** @internal */\nexport const unpackAndNormalize2Bytes = `\nvec2 unpackAndNormalize2Bytes(float f) {\n return unpack2Bytes(f) / 255.0;\n}\n`;\n\n/** @internal */\nexport function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): void {\n builder.addFunction(unpack2Bytes);\n builder.addFunction(unpackAndNormalize2Bytes);\n}\n\n/** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.\n * The input vec4 components are in the integer range [0..255].\n * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl\n * @internal\n */\nexport const decodeFloat32 = `\nfloat decodeFloat32(vec4 packedFloat) {\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;\n if (exponent == -127.0)\n return 0.0;\n\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\n float result = sign * exp2(exponent - 23.0) * mantissa;\n return result;\n}\n`;\n\nexport const decode3Float32 = `\n// This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz\n// pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z\n// e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)\n// likewise .y info is in [1], .z in [2], and .w in [3]\nvec3 decode3Float32(vec3 packedFloat[4]) {\n vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;\n vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;\n vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));\n vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);\n vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;\n return result;\n}\n`;\n"]}
@@ -13,35 +13,35 @@ const Texture_1 = require("../Texture");
13
13
  const Fragment_1 = require("./Fragment");
14
14
  const ViewportQuad_1 = require("./ViewportQuad");
15
15
  // This shader calculates a more basic version of EDL, and only for the original size, so single pass
16
- const calcBasicEDL = `
17
- float strength = u_pointCloudEDL1.x;
18
- float scaleFactor = u_pointCloudEDL1.z;
19
- float pixRadius = u_pointCloudEDL1.y;
20
- vec2 invTexSize = u_texInfo.xy;
21
- float is3d = u_pointCloudEDL1.w;
22
-
23
- vec4 color = TEXTURE(u_colorTexture, v_texCoord);
24
- if (color.a == 0.0)
25
- discard;
26
- else {
27
- const vec2 neighbors[8] = vec2[8] ( //neighbor relative position
28
- vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),
29
- vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));
30
- float depth = TEXTURE(u_depthTexture, v_texCoord).r;
31
- float sum = 0.0;
32
- vec2 posScale = pixRadius * invTexSize;
33
- // contribution of each neighbor
34
- // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud
35
- for (int c = 0; c < 8; c++) {
36
- vec2 nRelPos = posScale * neighbors[c];
37
- vec2 nPos = v_texCoord + nRelPos;
38
- float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth
39
- sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));
40
- }
41
- float f = sum / 8.0;
42
- f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5
43
- return vec4(f * color.rgb, 1.0);
44
- }
16
+ const calcBasicEDL = `
17
+ float strength = u_pointCloudEDL1.x;
18
+ float scaleFactor = u_pointCloudEDL1.z;
19
+ float pixRadius = u_pointCloudEDL1.y;
20
+ vec2 invTexSize = u_texInfo.xy;
21
+ float is3d = u_pointCloudEDL1.w;
22
+
23
+ vec4 color = TEXTURE(u_colorTexture, v_texCoord);
24
+ if (color.a == 0.0)
25
+ discard;
26
+ else {
27
+ const vec2 neighbors[8] = vec2[8] ( //neighbor relative position
28
+ vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),
29
+ vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));
30
+ float depth = TEXTURE(u_depthTexture, v_texCoord).r;
31
+ float sum = 0.0;
32
+ vec2 posScale = pixRadius * invTexSize;
33
+ // contribution of each neighbor
34
+ // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud
35
+ for (int c = 0; c < 8; c++) {
36
+ vec2 nRelPos = posScale * neighbors[c];
37
+ vec2 nPos = v_texCoord + nRelPos;
38
+ float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth
39
+ sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));
40
+ }
41
+ float f = sum / 8.0;
42
+ f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5
43
+ return vec4(f * color.rgb, 1.0);
44
+ }
45
45
  `;
46
46
  /** @internal */
47
47
  function createEDLCalcBasicProgram(context) {
@@ -79,36 +79,36 @@ function createEDLCalcBasicProgram(context) {
79
79
  }
80
80
  exports.createEDLCalcBasicProgram = createEDLCalcBasicProgram;
81
81
  // This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale
82
- const calcFullEDL = `
83
- float strength = u_pointCloudEDL1.x;
84
- float scaleFactor = u_pointCloudEDL1.z;
85
- float pixRadius = u_pointCloudEDL1.y;
86
- float scale = u_texInfo.z; // 1, 2, 4
87
- vec2 invTexSize = u_texInfo.xy;
88
- float is3d = u_pointCloudEDL1.w;
89
-
90
- vec4 color = TEXTURE(u_colorTexture, v_texCoord);
91
- if (color.a == 0.0)
92
- return color;
93
- else {
94
- const vec2 neighbors[8] = vec2[8] ( //neighbor relative position
95
- vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),
96
- vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));
97
- float depth = TEXTURE(u_depthTexture, v_texCoord).r;
98
- float sum = 0.0;
99
- vec2 posScale = pixRadius * invTexSize;
100
- // contribution of each neighbor
101
- // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud
102
- for (int c = 0; c < 8; c++) {
103
- vec2 nRelPos = posScale * neighbors[c];
104
- vec2 nPos = v_texCoord + nRelPos;
105
- float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth
106
- sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;
107
- }
108
- float f = sum / 8.0;
109
- f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5
110
- return vec4(f * color.rgb, 1.0);
111
- }
82
+ const calcFullEDL = `
83
+ float strength = u_pointCloudEDL1.x;
84
+ float scaleFactor = u_pointCloudEDL1.z;
85
+ float pixRadius = u_pointCloudEDL1.y;
86
+ float scale = u_texInfo.z; // 1, 2, 4
87
+ vec2 invTexSize = u_texInfo.xy;
88
+ float is3d = u_pointCloudEDL1.w;
89
+
90
+ vec4 color = TEXTURE(u_colorTexture, v_texCoord);
91
+ if (color.a == 0.0)
92
+ return color;
93
+ else {
94
+ const vec2 neighbors[8] = vec2[8] ( //neighbor relative position
95
+ vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),
96
+ vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));
97
+ float depth = TEXTURE(u_depthTexture, v_texCoord).r;
98
+ float sum = 0.0;
99
+ vec2 posScale = pixRadius * invTexSize;
100
+ // contribution of each neighbor
101
+ // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud
102
+ for (int c = 0; c < 8; c++) {
103
+ vec2 nRelPos = posScale * neighbors[c];
104
+ vec2 nPos = v_texCoord + nRelPos;
105
+ float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth
106
+ sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;
107
+ }
108
+ float f = sum / 8.0;
109
+ f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5
110
+ return vec4(f * color.rgb, 1.0);
111
+ }
112
112
  `;
113
113
  /** @internal */
114
114
  function createEDLCalcFullProgram(context) {
@@ -146,41 +146,41 @@ function createEDLCalcFullProgram(context) {
146
146
  }
147
147
  exports.createEDLCalcFullProgram = createEDLCalcFullProgram;
148
148
  // This shader filters the EDL image, and can be run at 1/2 and 1/4 scale
149
- const filterEDL = `
150
- // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2
151
- float distCoefs[] = float[] (
152
- 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,
153
- 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);
154
- const float depthSigma = 0.4;
155
- vec2 invTexSize = u_texInfo.xy;
156
-
157
- float depth = TEXTURE(u_depthTexture, v_texCoord).r;
158
- float wsum = 0.0; // sum of all weights
159
- vec3 csum = vec3(0.0); // sum of all contributions
160
- vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y
161
-
162
- for (int c = -2; c <= 2; c++) {
163
- coordi.x = float(c) * invTexSize.x;
164
- int cabs = (c < 0) ? -c : c;
165
-
166
- for (int d = -2; d <= 2; d++) {
167
- coordi.y = float(d) * invTexSize.y;
168
- vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color
169
-
170
- //pixel distance based damping
171
- int dabs = (d < 0) ? -d : d;
172
- float fi = distCoefs[cabs * 3 + dabs];
173
-
174
- //pixel depth difference based damping
175
- float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth
176
- float dz = (depth - zi) / depthSigma;
177
- fi *= exp(-dz * dz / 2.0);
178
-
179
- csum += ci.rgb * fi;
180
- wsum += fi;
181
- }
182
- }
183
- return vec4(csum / wsum, 1.0);
149
+ const filterEDL = `
150
+ // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2
151
+ float distCoefs[] = float[] (
152
+ 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,
153
+ 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);
154
+ const float depthSigma = 0.4;
155
+ vec2 invTexSize = u_texInfo.xy;
156
+
157
+ float depth = TEXTURE(u_depthTexture, v_texCoord).r;
158
+ float wsum = 0.0; // sum of all weights
159
+ vec3 csum = vec3(0.0); // sum of all contributions
160
+ vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y
161
+
162
+ for (int c = -2; c <= 2; c++) {
163
+ coordi.x = float(c) * invTexSize.x;
164
+ int cabs = (c < 0) ? -c : c;
165
+
166
+ for (int d = -2; d <= 2; d++) {
167
+ coordi.y = float(d) * invTexSize.y;
168
+ vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color
169
+
170
+ //pixel distance based damping
171
+ int dabs = (d < 0) ? -d : d;
172
+ float fi = distCoefs[cabs * 3 + dabs];
173
+
174
+ //pixel depth difference based damping
175
+ float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth
176
+ float dz = (depth - zi) / depthSigma;
177
+ fi *= exp(-dz * dz / 2.0);
178
+
179
+ csum += ci.rgb * fi;
180
+ wsum += fi;
181
+ }
182
+ }
183
+ return vec4(csum / wsum, 1.0);
184
184
  `;
185
185
  /** @internal */
186
186
  function createEDLFilterProgram(context) {
@@ -212,15 +212,15 @@ function createEDLFilterProgram(context) {
212
212
  }
213
213
  exports.createEDLFilterProgram = createEDLFilterProgram;
214
214
  // This shader mixes the 3 EDL images into the final image
215
- const mixEDL = `
216
- vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);
217
- if (col1.a == 0.0)
218
- discard;
219
- else {
220
- vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;
221
- vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;
222
- return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);
223
- }
215
+ const mixEDL = `
216
+ vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);
217
+ if (col1.a == 0.0)
218
+ discard;
219
+ else {
220
+ vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;
221
+ vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;
222
+ return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);
223
+ }
224
224
  `;
225
225
  /** @internal */
226
226
  function createEDLMixProgram(context) {
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// This shader calculates a more basic version of EDL, and only for the original size, so single pass\r\nconst calcBasicEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n discard;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcBasicProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcBasicEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcBasic\";\r\n builder.frag.headerComment = \"//!F! EDLCalcBasic\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale\r\nconst calcFullEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n float scale = u_texInfo.z; // 1, 2, 4\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n return color;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcFullProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcFullEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcFull\";\r\n builder.frag.headerComment = \"//!F! EDLCalcFull\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale\r\nconst filterEDL = `\r\n // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2\r\n float distCoefs[] = float[] (\r\n 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,\r\n 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);\r\n const float depthSigma = 0.4;\r\n vec2 invTexSize = u_texInfo.xy;\r\n\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float wsum = 0.0; // sum of all weights\r\n vec3 csum = vec3(0.0); // sum of all contributions\r\n vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y\r\n\r\n for (int c = -2; c <= 2; c++) {\r\n coordi.x = float(c) * invTexSize.x;\r\n int cabs = (c < 0) ? -c : c;\r\n\r\n for (int d = -2; d <= 2; d++) {\r\n coordi.y = float(d) * invTexSize.y;\r\n vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color\r\n\r\n //pixel distance based damping\r\n int dabs = (d < 0) ? -d : d;\r\n float fi = distCoefs[cabs * 3 + dabs];\r\n\r\n //pixel depth difference based damping\r\n float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth\r\n float dz = (depth - zi) / depthSigma;\r\n fi *= exp(-dz * dz / 2.0);\r\n\r\n csum += ci.rgb * fi;\r\n wsum += fi;\r\n }\r\n }\r\n return vec4(csum / wsum, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLFilterProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, filterEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLFilter\";\r\n builder.frag.headerComment = \"//!F! EDLFilter\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader mixes the 3 EDL images into the final image\r\nconst mixEDL = `\r\n vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);\r\n if (col1.a == 0.0)\r\n discard;\r\n else {\r\n vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;\r\n vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;\r\n return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLMixProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, mixEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_colorTexture1\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture1\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture1, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture2\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture2\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture2, TextureUnit.One);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture4\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture4\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture4, TextureUnit.Two);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_weights\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_weights\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL2(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLMix\";\r\n builder.frag.headerComment = \"//!F! EDLMix\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"../CachedGeometry\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { Texture2DHandle } from \"../Texture\";\nimport { assignFragColor } from \"./Fragment\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\n\n// This shader calculates a more basic version of EDL, and only for the original size, so single pass\nconst calcBasicEDL = `\n float strength = u_pointCloudEDL1.x;\n float scaleFactor = u_pointCloudEDL1.z;\n float pixRadius = u_pointCloudEDL1.y;\n vec2 invTexSize = u_texInfo.xy;\n float is3d = u_pointCloudEDL1.w;\n\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\n if (color.a == 0.0)\n discard;\n else {\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\n float sum = 0.0;\n vec2 posScale = pixRadius * invTexSize;\n // contribution of each neighbor\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\n for (int c = 0; c < 8; c++) {\n vec2 nRelPos = posScale * neighbors[c];\n vec2 nPos = v_texCoord + nRelPos;\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));\n }\n float f = sum / 8.0;\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\n return vec4(f * color.rgb, 1.0);\n }\n`;\n\n/** @internal */\nexport function createEDLCalcBasicProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = createViewportQuadBuilder(true);\n const frag = builder.frag;\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcBasicEDL);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\n const geom = params.geometry as EDLCalcBasicGeometry;\n uniform.setUniform3fv(geom.texInfo);\n });\n });\n\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\n const geom = params.geometry as EDLCalcBasicGeometry;\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\n });\n });\n\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\n const geom = params.geometry as EDLCalcBasicGeometry;\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\n });\n });\n\n // Uniforms based on the PointCloudDisplaySettings.\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\n });\n });\n\n builder.vert.headerComment = \"//!V! EDLCalcBasic\";\n builder.frag.headerComment = \"//!F! EDLCalcBasic\";\n\n return builder.buildProgram(context);\n}\n\n// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale\nconst calcFullEDL = `\n float strength = u_pointCloudEDL1.x;\n float scaleFactor = u_pointCloudEDL1.z;\n float pixRadius = u_pointCloudEDL1.y;\n float scale = u_texInfo.z; // 1, 2, 4\n vec2 invTexSize = u_texInfo.xy;\n float is3d = u_pointCloudEDL1.w;\n\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\n if (color.a == 0.0)\n return color;\n else {\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\n float sum = 0.0;\n vec2 posScale = pixRadius * invTexSize;\n // contribution of each neighbor\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\n for (int c = 0; c < 8; c++) {\n vec2 nRelPos = posScale * neighbors[c];\n vec2 nPos = v_texCoord + nRelPos;\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;\n }\n float f = sum / 8.0;\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\n return vec4(f * color.rgb, 1.0);\n }\n`;\n\n/** @internal */\nexport function createEDLCalcFullProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = createViewportQuadBuilder(true);\n const frag = builder.frag;\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcFullEDL);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\n const geom = params.geometry as EDLCalcFullGeometry;\n uniform.setUniform3fv(geom.texInfo);\n });\n });\n\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\n const geom = params.geometry as EDLCalcFullGeometry;\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\n });\n });\n\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\n const geom = params.geometry as EDLCalcFullGeometry;\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\n });\n });\n\n // Uniforms based on the PointCloudDisplaySettings.\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\n });\n });\n\n builder.vert.headerComment = \"//!V! EDLCalcFull\";\n builder.frag.headerComment = \"//!F! EDLCalcFull\";\n\n return builder.buildProgram(context);\n}\n\n// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale\nconst filterEDL = `\n // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2\n float distCoefs[] = float[] (\n 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,\n 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);\n const float depthSigma = 0.4;\n vec2 invTexSize = u_texInfo.xy;\n\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\n float wsum = 0.0; // sum of all weights\n vec3 csum = vec3(0.0); // sum of all contributions\n vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y\n\n for (int c = -2; c <= 2; c++) {\n coordi.x = float(c) * invTexSize.x;\n int cabs = (c < 0) ? -c : c;\n\n for (int d = -2; d <= 2; d++) {\n coordi.y = float(d) * invTexSize.y;\n vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color\n\n //pixel distance based damping\n int dabs = (d < 0) ? -d : d;\n float fi = distCoefs[cabs * 3 + dabs];\n\n //pixel depth difference based damping\n float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth\n float dz = (depth - zi) / depthSigma;\n fi *= exp(-dz * dz / 2.0);\n\n csum += ci.rgb * fi;\n wsum += fi;\n }\n }\n return vec4(csum / wsum, 1.0);\n`;\n\n/** @internal */\nexport function createEDLFilterProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = createViewportQuadBuilder(true);\n const frag = builder.frag;\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, filterEDL);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\n const geom = params.geometry as EDLFilterGeometry;\n uniform.setUniform3fv(geom.texInfo);\n });\n });\n\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\n const geom = params.geometry as EDLFilterGeometry;\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\n });\n });\n\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\n const geom = params.geometry as EDLFilterGeometry;\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\n });\n });\n\n builder.vert.headerComment = \"//!V! EDLFilter\";\n builder.frag.headerComment = \"//!F! EDLFilter\";\n\n return builder.buildProgram(context);\n}\n\n// This shader mixes the 3 EDL images into the final image\nconst mixEDL = `\n vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);\n if (col1.a == 0.0)\n discard;\n else {\n vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;\n vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;\n return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);\n }\n`;\n\n/** @internal */\nexport function createEDLMixProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = createViewportQuadBuilder(true);\n const frag = builder.frag;\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, mixEDL);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n frag.addUniform(\"u_colorTexture1\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_colorTexture1\", (uniform, params) => {\n const geom = params.geometry as EDLMixGeometry;\n Texture2DHandle.bindSampler(uniform, geom.colorTexture1, TextureUnit.Zero);\n });\n });\n\n frag.addUniform(\"u_colorTexture2\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_colorTexture2\", (uniform, params) => {\n const geom = params.geometry as EDLMixGeometry;\n Texture2DHandle.bindSampler(uniform, geom.colorTexture2, TextureUnit.One);\n });\n });\n\n frag.addUniform(\"u_colorTexture4\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_colorTexture4\", (uniform, params) => {\n const geom = params.geometry as EDLMixGeometry;\n Texture2DHandle.bindSampler(uniform, geom.colorTexture4, TextureUnit.Two);\n });\n });\n\n // Uniforms based on the PointCloudDisplaySettings.\n frag.addUniform(\"u_weights\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_weights\", (uniform, params) => {\n params.target.uniforms.realityModel.pointCloud.bindEDL2(uniform);\n });\n });\n\n builder.vert.headerComment = \"//!V! EDLMix\";\n builder.frag.headerComment = \"//!F! EDLMix\";\n\n return builder.buildProgram(context);\n}\n"]}
@@ -18,31 +18,31 @@ const SolarShadowMapping_1 = require("./SolarShadowMapping");
18
18
  // Positions are in NDC [-1..1]. Compute UV params in [0..1]
19
19
  const computeTexCoord = "v_texCoord = (rawPosition.xy + 1.0) * 0.5;";
20
20
  const computePosition = "return rawPos;";
21
- const computeEVSM = `
22
- const float sampleWeight = 0.25;
23
- vec4 average = vec4(0.0);
24
- vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels
25
-
26
- float depth = TEXTURE(u_depthTexture, tc).r;
27
- vec2 vsmDepth = warpDepth(depth, u_evsmExponent);
28
- average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
29
-
30
- tc.x += u_stepSize.x;
31
- depth = TEXTURE(u_depthTexture, tc).r;
32
- vsmDepth = warpDepth(depth, u_evsmExponent);
33
- average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
34
-
35
- tc.y += u_stepSize.y;
36
- depth = TEXTURE(u_depthTexture, tc).r;
37
- vsmDepth = warpDepth(depth, u_evsmExponent);
38
- average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
39
-
40
- tc.x -= u_stepSize.x;
41
- depth = TEXTURE(u_depthTexture, tc).r;
42
- vsmDepth = warpDepth(depth, u_evsmExponent);
43
- average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
44
-
45
- return average;
21
+ const computeEVSM = `
22
+ const float sampleWeight = 0.25;
23
+ vec4 average = vec4(0.0);
24
+ vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels
25
+
26
+ float depth = TEXTURE(u_depthTexture, tc).r;
27
+ vec2 vsmDepth = warpDepth(depth, u_evsmExponent);
28
+ average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
29
+
30
+ tc.x += u_stepSize.x;
31
+ depth = TEXTURE(u_depthTexture, tc).r;
32
+ vsmDepth = warpDepth(depth, u_evsmExponent);
33
+ average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
34
+
35
+ tc.y += u_stepSize.y;
36
+ depth = TEXTURE(u_depthTexture, tc).r;
37
+ vsmDepth = warpDepth(depth, u_evsmExponent);
38
+ average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
39
+
40
+ tc.x -= u_stepSize.x;
41
+ depth = TEXTURE(u_depthTexture, tc).r;
42
+ vsmDepth = warpDepth(depth, u_evsmExponent);
43
+ average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);
44
+
45
+ return average;
46
46
  `;
47
47
  /** @internal */
48
48
  function createEVSMProgram(context) {
@@ -1 +1 @@
1
- {"version":3,"file":"EVSMFromDepth.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/EVSMFromDepth.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,kDAA+C;AAE/C,gDAA6C;AAC7C,oDAAmI;AAEnI,wCAA6C;AAC7C,yCAA6C;AAC7C,6DAAkE;AAElE,mGAAmG;AAEnG,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,MAAM,WAAW,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBnB,CAAC;AAEF,gBAAgB;AAChB,SAAgB,iBAAiB,CAAC,OAA+B;IAC/D,MAAM,OAAO,GAAG,IAAI,8BAAc,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IACpF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACjE,OAAO,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;IAEnF,IAAI,CAAC,UAAU,CAAC,gBAAgB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,YAAY,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC,CAAC;IACL,CAAC,iCAAyB,CAAC;IAE3B,IAAA,oCAAe,EAAC,IAAI,CAAC,CAAC;IAEtB,IAAI,CAAC,WAAW,CAAC,8BAAS,CAAC,CAAC;IAC5B,IAAI,CAAC,GAAG,mDAA2C,WAAW,CAAC,CAAC;IAChE,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAElE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IAEnD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AAhCD,8CAgCC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { EVSMGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { addEvsmExponent, warpDepth } from \"./SolarShadowMapping\";\r\n\r\n// This shader reads the depth texture, converts it to EVSM values, then averages those down 4 to 1\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nconst computeEVSM = `\r\n const float sampleWeight = 0.25;\r\n vec4 average = vec4(0.0);\r\n vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels\r\n\r\n float depth = TEXTURE(u_depthTexture, tc).r;\r\n vec2 vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x += u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.y += u_stepSize.y;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x -= u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n return average;\r\n`;\r\n\r\n/** @internal */\r\nexport function createEVSMProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_stepSize\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_stepSize\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n uniform.setUniform2fv(geom.stepSize);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n addEvsmExponent(frag);\r\n\r\n frag.addFunction(warpDepth);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeEVSM);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n builder.vert.headerComment = \"//!V! EVSMFromDepth\";\r\n builder.frag.headerComment = \"//!F! EVSMFromDepth\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
1
+ {"version":3,"file":"EVSMFromDepth.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/EVSMFromDepth.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,kDAA+C;AAE/C,gDAA6C;AAC7C,oDAAmI;AAEnI,wCAA6C;AAC7C,yCAA6C;AAC7C,6DAAkE;AAElE,mGAAmG;AAEnG,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,MAAM,WAAW,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBnB,CAAC;AAEF,gBAAgB;AAChB,SAAgB,iBAAiB,CAAC,OAA+B;IAC/D,MAAM,OAAO,GAAG,IAAI,8BAAc,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IACpF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACjE,OAAO,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;IAEnF,IAAI,CAAC,UAAU,CAAC,gBAAgB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,YAAY,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC,CAAC;IACL,CAAC,iCAAyB,CAAC;IAE3B,IAAA,oCAAe,EAAC,IAAI,CAAC,CAAC;IAEtB,IAAI,CAAC,WAAW,CAAC,8BAAS,CAAC,CAAC;IAC5B,IAAI,CAAC,GAAG,mDAA2C,WAAW,CAAC,CAAC;IAChE,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAElE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IAEnD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AAhCD,8CAgCC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { AttributeMap } from \"../AttributeMap\";\nimport { EVSMGeometry } from \"../CachedGeometry\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { Texture2DHandle } from \"../Texture\";\nimport { assignFragColor } from \"./Fragment\";\nimport { addEvsmExponent, warpDepth } from \"./SolarShadowMapping\";\n\n// This shader reads the depth texture, converts it to EVSM values, then averages those down 4 to 1\n\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\nconst computePosition = \"return rawPos;\";\n\nconst computeEVSM = `\n const float sampleWeight = 0.25;\n vec4 average = vec4(0.0);\n vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels\n\n float depth = TEXTURE(u_depthTexture, tc).r;\n vec2 vsmDepth = warpDepth(depth, u_evsmExponent);\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\n\n tc.x += u_stepSize.x;\n depth = TEXTURE(u_depthTexture, tc).r;\n vsmDepth = warpDepth(depth, u_evsmExponent);\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\n\n tc.y += u_stepSize.y;\n depth = TEXTURE(u_depthTexture, tc).r;\n vsmDepth = warpDepth(depth, u_evsmExponent);\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\n\n tc.x -= u_stepSize.x;\n depth = TEXTURE(u_depthTexture, tc).r;\n vsmDepth = warpDepth(depth, u_evsmExponent);\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\n\n return average;\n`;\n\n/** @internal */\nexport function createEVSMProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\n const vert = builder.vert;\n const frag = builder.frag;\n\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\n\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\n const geom = params.geometry as EVSMGeometry;\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.Zero);\n });\n });\n\n frag.addUniform(\"u_stepSize\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_stepSize\", (uniform, params) => {\n const geom = params.geometry as EVSMGeometry;\n uniform.setUniform2fv(geom.stepSize);\n });\n }, VariablePrecision.High);\n\n addEvsmExponent(frag);\n\n frag.addFunction(warpDepth);\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeEVSM);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n builder.vert.headerComment = \"//!V! EVSMFromDepth\";\n builder.frag.headerComment = \"//!F! EVSMFromDepth\";\n\n return builder.buildProgram(context);\n}\n"]}