@luma.gl/shadertools 9.2.0-alpha.2 → 9.2.0-alpha.5
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.
- package/dist/dist.dev.js +4 -4
- package/dist/dist.min.js +2 -2
- package/dist/index.cjs +4 -4
- package/dist/index.cjs.map +2 -2
- package/dist/lib/shader-module/shader-module.d.ts +3 -1
- package/dist/lib/shader-module/shader-module.d.ts.map +1 -1
- package/dist/lib/shader-module/shader-module.js.map +1 -1
- package/dist/lib/utils/uniform-types.d.ts +3 -0
- package/dist/lib/utils/uniform-types.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting.d.ts +3 -3
- package/dist/modules/lighting/lights/lighting.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting.js +3 -3
- package/dist/modules/lighting/lights/lighting.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material.d.ts +2 -2
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +1 -1
- package/package.json +2 -2
- package/src/lib/shader-module/shader-module.ts +3 -1
- package/src/lib/utils/uniform-types.ts +4 -0
- package/src/modules/lighting/lights/lighting.ts +4 -4
- package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +1 -1
package/dist/dist.dev.js
CHANGED
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@@ -8698,7 +8698,7 @@ fn getPointLightAttenuation(pointLight: PointLight, distance: f32) -> f32 {
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lightType: "i32",
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directionalLightCount: "i32",
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pointLightCount: "i32",
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-
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+
ambientColor: "vec3<f32>",
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// TODO define as arrays once we have appropriate uniformTypes
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lightColor0: "vec3<f32>",
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lightPosition0: "vec3<f32>",
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@@ -8719,7 +8719,7 @@ fn getPointLightAttenuation(pointLight: PointLight, distance: f32) -> f32 {
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lightType: 0 /* POINT */,
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directionalLightCount: 0,
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pointLightCount: 0,
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-
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+
ambientColor: [0.1, 0.1, 0.1],
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lightColor0: [1, 1, 1],
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lightPosition0: [1, 1, 2],
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// TODO - could combine direction and attenuation
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@@ -8768,7 +8768,7 @@ fn getPointLightAttenuation(pointLight: PointLight, distance: f32) -> f32 {
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directionalLights = []
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}) {
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const lightSourceUniforms = {};
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-
lightSourceUniforms.
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+
lightSourceUniforms.ambientColor = convertColor(ambientLight);
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let currentLight = 0;
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for (const pointLight of pointLights) {
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lightSourceUniforms.lightType = 0 /* POINT */;
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@@ -8913,7 +8913,7 @@ vec4 dirlight_filterColor(vec4 color) {
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);
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var PHONG_FS = (
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/* glsl */
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-
`#define MAX_LIGHTS
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+
`#define MAX_LIGHTS 3
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uniform phongMaterialUniforms {
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uniform float ambient;
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package/dist/dist.min.js
CHANGED
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@@ -1346,7 +1346,7 @@ fn getPointLightAttenuation(pointLight: PointLight, distance: f32) -> f32 {
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+ pointLight.attenuation.y * distance
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+ pointLight.attenuation.z * distance * distance;
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}
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-
`;var bs=5,xs=255,Ke;(function(a){a[a.POINT=0]="POINT",a[a.DIRECTIONAL=1]="DIRECTIONAL"})(Ke||(Ke={}));var te={props:{},uniforms:{},name:"lighting",defines:{},uniformTypes:{enabled:"i32",lightType:"i32",directionalLightCount:"i32",pointLightCount:"i32",
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+
`;var bs=5,xs=255,Ke;(function(a){a[a.POINT=0]="POINT",a[a.DIRECTIONAL=1]="DIRECTIONAL"})(Ke||(Ke={}));var te={props:{},uniforms:{},name:"lighting",defines:{},uniformTypes:{enabled:"i32",lightType:"i32",directionalLightCount:"i32",pointLightCount:"i32",ambientColor:"vec3<f32>",lightColor0:"vec3<f32>",lightPosition0:"vec3<f32>",lightDirection0:"vec3<f32>",lightAttenuation0:"vec3<f32>",lightColor1:"vec3<f32>",lightPosition1:"vec3<f32>",lightDirection1:"vec3<f32>",lightAttenuation1:"vec3<f32>",lightColor2:"vec3<f32>",lightPosition2:"vec3<f32>",lightDirection2:"vec3<f32>",lightAttenuation2:"vec3<f32>"},defaultUniforms:{enabled:1,lightType:Ke.POINT,directionalLightCount:0,pointLightCount:0,ambientColor:[.1,.1,.1],lightColor0:[1,1,1],lightPosition0:[1,1,2],lightDirection0:[1,1,1],lightAttenuation0:[1,0,0],lightColor1:[1,1,1],lightPosition1:[1,1,2],lightDirection1:[1,1,1],lightAttenuation1:[1,0,0],lightColor2:[1,1,1],lightPosition2:[1,1,2],lightDirection2:[1,1,1],lightAttenuation2:[1,0,0]},source:pr,vs:pn,fs:pn,getUniforms:ys};function ys(a,e={}){if(a=a&&{...a},!a)return{...te.defaultUniforms};a.lights&&(a={...a,...ks(a.lights),lights:void 0});let{ambientLight:t,pointLights:n,directionalLights:r}=a||{};if(!(t||n&&n.length>0||r&&r.length>0))return{...te.defaultUniforms,enabled:0};let i={...te.defaultUniforms,...e,...ws({ambientLight:t,pointLights:n,directionalLights:r})};return a.enabled!==void 0&&(i.enabled=a.enabled?1:0),i}function ws({ambientLight:a,pointLights:e=[],directionalLights:t=[]}){let n={};n.ambientColor=dn(a);let r=0;for(let s of e){n.lightType=Ke.POINT;let i=r;n[`lightColor${i}`]=dn(s),n[`lightPosition${i}`]=s.position,n[`lightAttenuation${i}`]=s.attenuation||[1,0,0],r++}for(let s of t){n.lightType=Ke.DIRECTIONAL;let i=r;n[`lightColor${i}`]=dn(s),n[`lightDirection${i}`]=s.direction,r++}return r>bs&&dr.log.warn("MAX_LIGHTS exceeded")(),n.directionalLightCount=t.length,n.pointLightCount=e.length,n}function ks(a){let e={pointLights:[],directionalLights:[]};for(let t of a||[])switch(t.type){case"ambient":e.ambientLight=t;break;case"directional":e.directionalLights?.push(t);break;case"point":e.pointLights?.push(t);break;default:}return e}function dn(a={}){let{color:e=[0,0,0],intensity:t=1}=a;return e.map(n=>n*t/xs)}var Is=`
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struct dirlightUniforms {
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lightDirection: vec3<f32>,
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};
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@@ -1394,7 +1394,7 @@ vec4 dirlight_filterColor(vec4 color) {
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uniform float shininess;
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uniform vec3 specularColor;
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} material;
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-
`,Ft=`#define MAX_LIGHTS
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+
`,Ft=`#define MAX_LIGHTS 3
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uniform phongMaterialUniforms {
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uniform float ambient;
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package/dist/index.cjs
CHANGED
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@@ -2730,7 +2730,7 @@ var lighting = {
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lightType: "i32",
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directionalLightCount: "i32",
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pointLightCount: "i32",
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-
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+
ambientColor: "vec3<f32>",
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// TODO define as arrays once we have appropriate uniformTypes
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lightColor0: "vec3<f32>",
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lightPosition0: "vec3<f32>",
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@@ -2751,7 +2751,7 @@ var lighting = {
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lightType: LIGHT_TYPE.POINT,
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directionalLightCount: 0,
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pointLightCount: 0,
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-
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+
ambientColor: [0.1, 0.1, 0.1],
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lightColor0: [1, 1, 1],
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lightPosition0: [1, 1, 2],
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// TODO - could combine direction and attenuation
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@@ -2796,7 +2796,7 @@ function getUniforms2(props, prevUniforms = {}) {
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}
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function getLightSourceUniforms({ ambientLight, pointLights = [], directionalLights = [] }) {
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const lightSourceUniforms = {};
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-
lightSourceUniforms.
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+
lightSourceUniforms.ambientColor = convertColor(ambientLight);
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let currentLight = 0;
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for (const pointLight of pointLights) {
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lightSourceUniforms.lightType = LIGHT_TYPE.POINT;
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@@ -2942,7 +2942,7 @@ var PHONG_VS = (
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);
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var PHONG_FS = (
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/* glsl */
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-
`#define MAX_LIGHTS
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+
`#define MAX_LIGHTS 3
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uniform phongMaterialUniforms {
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uniform float ambient;
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