@luma.gl/shadertools 9.1.5 → 9.1.6

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package/dist/index.cjs CHANGED
@@ -2679,7 +2679,7 @@ struct DirectionalLight {
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  struct lightingUniforms {
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  enabled: i32,
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- poightCount: i32,
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+ pointLightCount: i32,
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  directionalLightCount: i32,
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  ambientColor: vec3<f32>,
@@ -2995,38 +2995,6 @@ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 positio
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  `
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  );
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- // dist/modules/lighting/gouraud-material/gouraud-material.js
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- var gouraudMaterial = {
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- props: {},
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- name: "gouraudMaterial",
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- // Note these are switched between phong and gouraud
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- vs: PHONG_FS.replace("phongMaterial", "gouraudMaterial"),
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- fs: PHONG_VS.replace("phongMaterial", "gouraudMaterial"),
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- defines: {
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- LIGHTING_VERTEX: 1
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- },
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- dependencies: [lighting],
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- uniformTypes: {
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- ambient: "f32",
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- diffuse: "f32",
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- shininess: "f32",
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- specularColor: "vec3<f32>"
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- },
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- defaultUniforms: {
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- ambient: 0.35,
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- diffuse: 0.6,
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- shininess: 32,
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- specularColor: [0.15, 0.15, 0.15]
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- },
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- getUniforms(props) {
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- const uniforms = { ...props };
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- if (uniforms.specularColor) {
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- uniforms.specularColor = uniforms.specularColor.map((x) => x / 255);
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- }
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- return { ...gouraudMaterial.defaultUniforms, ...uniforms };
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- }
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- };
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-
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  // dist/modules/lighting/phong-material/phong-shaders-wgsl.js
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  var PHONG_WGSL = (
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  /* wgsl */
@@ -3037,7 +3005,7 @@ var PHONG_WGSL = (
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  specularColor: vec3<f32>,
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  };
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- @binding(2) @group(0) var<uniform> material : phongMaterialUniforms;
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+ @binding(2) @group(0) var<uniform> phongMaterial : phongMaterialUniforms;
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  fn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, view_direction: vec3<f32>, normal_worldspace: vec3<f32>, color: vec3<f32>) -> vec3<f32> {
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  let halfway_direction: vec3<f32> = normalize(light_direction + view_direction);
@@ -3045,10 +3013,10 @@ fn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, v
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  var specular: f32 = 0.0;
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  if (lambertian > 0.0) {
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  let specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);
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- specular = pow(specular_angle, material.shininess);
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+ specular = pow(specular_angle, phongMaterial.shininess);
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  }
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  lambertian = max(lambertian, 0.0);
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- return (lambertian * material.diffuse * surfaceColor + specular * material.specularColor) * color;
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+ return (lambertian * phongMaterial.diffuse * surfaceColor + specular * phongMaterial.specularColor) * color;
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  }
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  fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32> {
@@ -3059,7 +3027,7 @@ fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, p
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  }
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  let view_direction: vec3<f32> = normalize(cameraPosition - position_worldspace);
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- lightColor = material.ambient * surfaceColor * lighting.ambientColor;
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+ lightColor = phongMaterial.ambient * surfaceColor * lighting.ambientColor;
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  if (lighting.lightType == 0) {
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  let pointLight: PointLight = lighting_getPointLight(0);
@@ -3118,6 +3086,39 @@ fn lighting_getSpecularLightColor(cameraPosition: vec3<f32>, position_worldspace
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  `
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  );
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+ // dist/modules/lighting/gouraud-material/gouraud-material.js
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+ var gouraudMaterial = {
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+ props: {},
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+ name: "gouraudMaterial",
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+ // Note these are switched between phong and gouraud
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+ vs: PHONG_FS.replace("phongMaterial", "gouraudMaterial"),
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+ fs: PHONG_VS.replace("phongMaterial", "gouraudMaterial"),
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+ source: PHONG_WGSL.replaceAll("phongMaterial", "gouraudMaterial"),
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+ defines: {
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+ LIGHTING_VERTEX: 1
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+ },
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+ dependencies: [lighting],
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+ uniformTypes: {
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+ ambient: "f32",
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+ diffuse: "f32",
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+ shininess: "f32",
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+ specularColor: "vec3<f32>"
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+ },
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+ defaultUniforms: {
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+ ambient: 0.35,
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+ diffuse: 0.6,
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+ shininess: 32,
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+ specularColor: [0.15, 0.15, 0.15]
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+ },
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+ getUniforms(props) {
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+ const uniforms = { ...props };
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+ if (uniforms.specularColor) {
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+ uniforms.specularColor = uniforms.specularColor.map((x) => x / 255);
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+ }
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+ return { ...gouraudMaterial.defaultUniforms, ...uniforms };
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+ }
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+ };
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+
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  // dist/modules/lighting/phong-material/phong-material.js
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  var phongMaterial = {
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  name: "phongMaterial",