@onerjs/addons 8.25.3 → 8.25.5

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.
Files changed (81) hide show
  1. package/atmosphere/Shaders/ShadersInclude/atmosphereFragmentDeclaration.d.ts +5 -0
  2. package/atmosphere/Shaders/ShadersInclude/atmosphereFragmentDeclaration.js +12 -0
  3. package/atmosphere/Shaders/ShadersInclude/atmosphereFragmentDeclaration.js.map +1 -0
  4. package/atmosphere/Shaders/ShadersInclude/atmosphereFunctions.d.ts +6 -0
  5. package/atmosphere/Shaders/ShadersInclude/atmosphereFunctions.js +234 -0
  6. package/atmosphere/Shaders/ShadersInclude/atmosphereFunctions.js.map +1 -0
  7. package/atmosphere/Shaders/ShadersInclude/atmosphereUboDeclaration.d.ts +5 -0
  8. package/atmosphere/Shaders/ShadersInclude/atmosphereUboDeclaration.js +12 -0
  9. package/atmosphere/Shaders/ShadersInclude/atmosphereUboDeclaration.js.map +1 -0
  10. package/atmosphere/Shaders/ShadersInclude/atmosphereVertexDeclaration.d.ts +5 -0
  11. package/atmosphere/Shaders/ShadersInclude/atmosphereVertexDeclaration.js +12 -0
  12. package/atmosphere/Shaders/ShadersInclude/atmosphereVertexDeclaration.js.map +1 -0
  13. package/atmosphere/Shaders/ShadersInclude/depthFunctions.d.ts +5 -0
  14. package/atmosphere/Shaders/ShadersInclude/depthFunctions.js +19 -0
  15. package/atmosphere/Shaders/ShadersInclude/depthFunctions.js.map +1 -0
  16. package/atmosphere/Shaders/aerialPerspective.fragment.d.ts +9 -0
  17. package/atmosphere/Shaders/aerialPerspective.fragment.js +25 -0
  18. package/atmosphere/Shaders/aerialPerspective.fragment.js.map +1 -0
  19. package/atmosphere/Shaders/compositeAerialPerspective.fragment.d.ts +10 -0
  20. package/atmosphere/Shaders/compositeAerialPerspective.fragment.js +72 -0
  21. package/atmosphere/Shaders/compositeAerialPerspective.fragment.js.map +1 -0
  22. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.d.ts +10 -0
  23. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.js +96 -0
  24. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.js.map +1 -0
  25. package/atmosphere/Shaders/compositeSky.fragment.d.ts +10 -0
  26. package/atmosphere/Shaders/compositeSky.fragment.js +75 -0
  27. package/atmosphere/Shaders/compositeSky.fragment.js.map +1 -0
  28. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.d.ts +13 -0
  29. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.js +49 -0
  30. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.js.map +1 -0
  31. package/atmosphere/Shaders/fullscreenTriangle.vertex.d.ts +7 -0
  32. package/atmosphere/Shaders/fullscreenTriangle.vertex.js +31 -0
  33. package/atmosphere/Shaders/fullscreenTriangle.vertex.js.map +1 -0
  34. package/atmosphere/Shaders/multiScattering.fragment.d.ts +9 -0
  35. package/atmosphere/Shaders/multiScattering.fragment.js +21 -0
  36. package/atmosphere/Shaders/multiScattering.fragment.js.map +1 -0
  37. package/atmosphere/Shaders/skyView.fragment.d.ts +9 -0
  38. package/atmosphere/Shaders/skyView.fragment.js +20 -0
  39. package/atmosphere/Shaders/skyView.fragment.js.map +1 -0
  40. package/atmosphere/Shaders/transmittance.fragment.d.ts +9 -0
  41. package/atmosphere/Shaders/transmittance.fragment.js +20 -0
  42. package/atmosphere/Shaders/transmittance.fragment.js.map +1 -0
  43. package/atmosphere/atmosphere.d.ts +418 -0
  44. package/atmosphere/atmosphere.js +1446 -0
  45. package/atmosphere/atmosphere.js.map +1 -0
  46. package/atmosphere/atmosphereOptions.d.ts +135 -0
  47. package/atmosphere/atmosphereOptions.js +4 -0
  48. package/atmosphere/atmosphereOptions.js.map +1 -0
  49. package/atmosphere/atmospherePBRMaterialPlugin.d.ts +72 -0
  50. package/atmosphere/atmospherePBRMaterialPlugin.js +230 -0
  51. package/atmosphere/atmospherePBRMaterialPlugin.js.map +1 -0
  52. package/atmosphere/atmospherePerCameraVariables.d.ts +102 -0
  53. package/atmosphere/atmospherePerCameraVariables.js +189 -0
  54. package/atmosphere/atmospherePerCameraVariables.js.map +1 -0
  55. package/atmosphere/atmospherePhysicalProperties.d.ts +154 -0
  56. package/atmosphere/atmospherePhysicalProperties.js +305 -0
  57. package/atmosphere/atmospherePhysicalProperties.js.map +1 -0
  58. package/atmosphere/atmospherePhysicalPropertiesOptions.d.ts +52 -0
  59. package/atmosphere/atmospherePhysicalPropertiesOptions.js +4 -0
  60. package/atmosphere/atmospherePhysicalPropertiesOptions.js.map +1 -0
  61. package/atmosphere/diffuseSkyIrradianceLut.d.ts +63 -0
  62. package/atmosphere/diffuseSkyIrradianceLut.js +199 -0
  63. package/atmosphere/diffuseSkyIrradianceLut.js.map +1 -0
  64. package/atmosphere/index.d.ts +6 -0
  65. package/atmosphere/index.js +9 -0
  66. package/atmosphere/index.js.map +1 -0
  67. package/atmosphere/sampling.d.ts +15 -0
  68. package/atmosphere/sampling.js +89 -0
  69. package/atmosphere/sampling.js.map +1 -0
  70. package/atmosphere/test/unit/sampling.test.d.ts +1 -0
  71. package/atmosphere/test/unit/sampling.test.js +77 -0
  72. package/atmosphere/test/unit/sampling.test.js.map +1 -0
  73. package/atmosphere/transmittanceLut.d.ts +68 -0
  74. package/atmosphere/transmittanceLut.js +207 -0
  75. package/atmosphere/transmittanceLut.js.map +1 -0
  76. package/index.d.ts +1 -0
  77. package/index.js +1 -0
  78. package/index.js.map +1 -1
  79. package/msdfText/paragraphOptions.d.ts +1 -1
  80. package/msdfText/paragraphOptions.js.map +1 -1
  81. package/package.json +2 -2
@@ -0,0 +1,96 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import "../Shaders/ShadersInclude/depthFunctions.js";
7
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
8
+ const name = "compositeGlobeAtmospherePixelShader";
9
+ const shader = `precision highp float;precision highp sampler2D;
10
+ #include<__decl__atmosphereFragment>
11
+ #include<helperFunctions>
12
+ #include<depthFunctions>
13
+ #include<atmosphereFunctions>
14
+ varying vec2 uv;varying vec3 positionOnNearPlane;
15
+ #if HAS_DEPTH_TEXTURE
16
+ uniform sampler2D depthTexture;
17
+ #endif
18
+ #if USE_SKY_VIEW_LUT
19
+ uniform sampler2D skyViewLut;
20
+ #else
21
+ uniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;
22
+ #endif
23
+ void main() {gl_FragColor=vec4(0.);
24
+ #if HAS_DEPTH_TEXTURE
25
+ float depth=textureLod(depthTexture,uv,0.).r;
26
+ #endif
27
+ vec3 rayDirection=normalize(positionOnNearPlane);
28
+ #if USE_SKY_VIEW_LUT
29
+ float cosAngleBetweenViewAndZenith;bool isRayIntersectingGround;vec4 skyColor =
30
+ sampleSkyViewLut(
31
+ skyViewLut,
32
+ clampedCameraRadius,
33
+ cameraGeocentricNormal,
34
+ rayDirection,
35
+ directionToLight,
36
+ cosCameraHorizonAngleFromZenith,
37
+ cosAngleBetweenViewAndZenith,
38
+ isRayIntersectingGround);gl_FragColor=skyColor;if (isRayIntersectingGround) {gl_FragColor =
39
+ applyAerialPerspectiveRadianceBias(
40
+ applyAerialPerspectiveIntensity(
41
+ applyAerialPerspectiveSaturation(gl_FragColor)));
42
+ #if HAS_DEPTH_TEXTURE
43
+ gl_FragColor.a=depth>=1. ? 1. : gl_FragColor.a;
44
+ #endif
45
+ }
46
+ #else
47
+ bool intersectsAtmosphere=false;vec3 cameraPositionGlobalClampedToTopOfAtmosphere=vec3(0.);moveToTopAtmosphere(
48
+ clampedCameraPositionGlobal,
49
+ clampedCameraRadius,
50
+ cameraGeocentricNormal,
51
+ rayDirection,
52
+ intersectsAtmosphere,
53
+ cameraPositionGlobalClampedToTopOfAtmosphere);if (!intersectsAtmosphere) {return;}
54
+ #if HAS_DEPTH_TEXTURE
55
+ float distanceFromCamera =
56
+ reconstructDistanceFromCamera(
57
+ depth,
58
+ rayDirection,
59
+ cameraForward,
60
+ cameraNearPlane);float distanceToSurface=distanceFromCamera/1000.;
61
+ #else
62
+ float distanceToSurface=0.;
63
+ #endif
64
+ vec3 transmittance;vec3 radiance;integrateScatteredRadiance(
65
+ false,
66
+ atmosphereExposure*lightIntensity,
67
+ transmittanceLut,
68
+ multiScatteringLut,
69
+ multiScatteringIntensity,
70
+ cameraPositionGlobalClampedToTopOfAtmosphere,
71
+ rayDirection,
72
+ directionToLight,
73
+ 100000000.,
74
+ SkyViewLutSampleCount,
75
+ distanceToSurface,
76
+ radiance,
77
+ transmittance);float transparency=1.-avg(transmittance);gl_FragColor=vec4(radiance,transparency);if (distanceToSurface>0.) {gl_FragColor =
78
+ applyAerialPerspectiveRadianceBias(
79
+ applyAerialPerspectiveIntensity(
80
+ applyAerialPerspectiveSaturation(gl_FragColor)));
81
+ #if HAS_DEPTH_TEXTURE
82
+ gl_FragColor.a=depth>=1. ? 1. : gl_FragColor.a;
83
+ #endif
84
+ }
85
+ #endif
86
+ #if OUTPUT_TO_SRGB
87
+ gl_FragColor=toGammaSpace(gl_FragColor);
88
+ #endif
89
+ }`;
90
+ // Sideeffect
91
+ if (!ShaderStore.ShadersStore[name]) {
92
+ ShaderStore.ShadersStore[name] = shader;
93
+ }
94
+ /** @internal */
95
+ export const compositeGlobeAtmospherePixelShader = { name, shader };
96
+ //# sourceMappingURL=compositeGlobeAtmosphere.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"compositeGlobeAtmosphere.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAC5D,gEAAqD;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,qCAAqC,CAAC;AACnD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgFb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"../Shaders/ShadersInclude/depthFunctions\";\nimport \"../Shaders/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"compositeGlobeAtmospherePixelShader\";\nconst shader = `precision highp float;precision highp sampler2D;\n#include<__decl__atmosphereFragment>\n#include<helperFunctions>\n#include<depthFunctions>\n#include<atmosphereFunctions>\nvarying vec2 uv;varying vec3 positionOnNearPlane;\n#if HAS_DEPTH_TEXTURE\nuniform sampler2D depthTexture;\n#endif\n#if USE_SKY_VIEW_LUT\nuniform sampler2D skyViewLut;\n#else\nuniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;\n#endif\nvoid main() {gl_FragColor=vec4(0.);\n#if HAS_DEPTH_TEXTURE\nfloat depth=textureLod(depthTexture,uv,0.).r;\n#endif\nvec3 rayDirection=normalize(positionOnNearPlane);\n#if USE_SKY_VIEW_LUT\nfloat cosAngleBetweenViewAndZenith;bool isRayIntersectingGround;vec4 skyColor =\nsampleSkyViewLut(\nskyViewLut,\nclampedCameraRadius,\ncameraGeocentricNormal,\nrayDirection,\ndirectionToLight,\ncosCameraHorizonAngleFromZenith,\ncosAngleBetweenViewAndZenith,\nisRayIntersectingGround);gl_FragColor=skyColor;if (isRayIntersectingGround) {gl_FragColor =\napplyAerialPerspectiveRadianceBias(\napplyAerialPerspectiveIntensity(\napplyAerialPerspectiveSaturation(gl_FragColor)));\n#if HAS_DEPTH_TEXTURE\ngl_FragColor.a=depth>=1. ? 1. : gl_FragColor.a;\n#endif\n}\n#else\nbool intersectsAtmosphere=false;vec3 cameraPositionGlobalClampedToTopOfAtmosphere=vec3(0.);moveToTopAtmosphere(\nclampedCameraPositionGlobal,\nclampedCameraRadius,\ncameraGeocentricNormal,\nrayDirection,\nintersectsAtmosphere,\ncameraPositionGlobalClampedToTopOfAtmosphere);if (!intersectsAtmosphere) {return;}\n#if HAS_DEPTH_TEXTURE\nfloat distanceFromCamera =\nreconstructDistanceFromCamera(\ndepth,\nrayDirection,\ncameraForward,\ncameraNearPlane);float distanceToSurface=distanceFromCamera/1000.;\n#else\nfloat distanceToSurface=0.;\n#endif\nvec3 transmittance;vec3 radiance;integrateScatteredRadiance(\nfalse,\natmosphereExposure*lightIntensity,\ntransmittanceLut,\nmultiScatteringLut,\nmultiScatteringIntensity,\ncameraPositionGlobalClampedToTopOfAtmosphere,\nrayDirection,\ndirectionToLight,\n100000000.,\nSkyViewLutSampleCount,\ndistanceToSurface,\nradiance,\ntransmittance);float transparency=1.-avg(transmittance);gl_FragColor=vec4(radiance,transparency);if (distanceToSurface>0.) {gl_FragColor =\napplyAerialPerspectiveRadianceBias(\napplyAerialPerspectiveIntensity(\napplyAerialPerspectiveSaturation(gl_FragColor)));\n#if HAS_DEPTH_TEXTURE\ngl_FragColor.a=depth>=1. ? 1. : gl_FragColor.a;\n#endif\n}\n#endif\n#if OUTPUT_TO_SRGB\ngl_FragColor=toGammaSpace(gl_FragColor);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const compositeGlobeAtmospherePixelShader = { name, shader };\n"]}
@@ -0,0 +1,10 @@
1
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
2
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "../Shaders/ShadersInclude/depthFunctions.js";
5
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
6
+ /** @internal */
7
+ export declare const compositeSkyPixelShader: {
8
+ name: string;
9
+ shader: string;
10
+ };
@@ -0,0 +1,75 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import "../Shaders/ShadersInclude/depthFunctions.js";
7
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
8
+ const name = "compositeSkyPixelShader";
9
+ const shader = `precision highp float;precision highp sampler2D;
10
+ #include<__decl__atmosphereFragment>
11
+ #include<helperFunctions>
12
+ #include<depthFunctions>
13
+ #include<atmosphereFunctions>
14
+ varying vec2 uv;varying vec3 positionOnNearPlane;
15
+ #if USE_SKY_VIEW_LUT
16
+ uniform sampler2D skyViewLut;
17
+ #else
18
+ uniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;
19
+ #endif
20
+ void main() {gl_FragColor=vec4(0.);vec3 rayDirection=normalize(positionOnNearPlane);
21
+ #if USE_SKY_VIEW_LUT
22
+ float cosAngleBetweenViewAndZenith;bool isRayIntersectingGround;vec4 skyColor =
23
+ sampleSkyViewLut(
24
+ skyViewLut,
25
+ clampedCameraRadius,
26
+ cameraGeocentricNormal,
27
+ rayDirection,
28
+ directionToLight,
29
+ cosCameraHorizonAngleFromZenith,
30
+ cosAngleBetweenViewAndZenith,
31
+ isRayIntersectingGround);
32
+ #ifndef APPLY_TRANSMITTANCE_BLENDING
33
+ skyColor.a=0.;
34
+ #endif
35
+ gl_FragColor=skyColor;gl_FragColor.a=isRayIntersectingGround ? 1. : gl_FragColor.a;
36
+ #else
37
+ bool intersectsAtmosphere=false;vec3 cameraPositionGlobalClampedToTopOfAtmosphere=vec3(0.);moveToTopAtmosphere(
38
+ clampedCameraPositionGlobal,
39
+ clampedCameraRadius,
40
+ cameraGeocentricNormal,
41
+ rayDirection,
42
+ intersectsAtmosphere,
43
+ cameraPositionGlobalClampedToTopOfAtmosphere);if (!intersectsAtmosphere) {return;}
44
+ vec3 transmittance;vec3 radiance;integrateScatteredRadiance(
45
+ false,
46
+ atmosphereExposure*lightIntensity,
47
+ transmittanceLut,
48
+ multiScatteringLut,
49
+ multiScatteringIntensity,
50
+ cameraPositionGlobalClampedToTopOfAtmosphere,
51
+ rayDirection,
52
+ directionToLight,
53
+ 100000000.,
54
+ SkyViewLutSampleCount,
55
+ -1.,
56
+ radiance,
57
+ transmittance);
58
+ #if APPLY_TRANSMITTANCE_BLENDING
59
+ float transparency=1.-avg(transmittance);
60
+ #else
61
+ float transparency=0.;
62
+ #endif
63
+ gl_FragColor=vec4(radiance,transparency);
64
+ #endif
65
+ #if OUTPUT_TO_SRGB
66
+ gl_FragColor=toGammaSpace(gl_FragColor);
67
+ #endif
68
+ }`;
69
+ // Sideeffect
70
+ if (!ShaderStore.ShadersStore[name]) {
71
+ ShaderStore.ShadersStore[name] = shader;
72
+ }
73
+ /** @internal */
74
+ export const compositeSkyPixelShader = { name, shader };
75
+ //# sourceMappingURL=compositeSky.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"compositeSky.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/compositeSky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAC5D,gEAAqD;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Db,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"../Shaders/ShadersInclude/depthFunctions\";\nimport \"../Shaders/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"compositeSkyPixelShader\";\nconst shader = `precision highp float;precision highp sampler2D;\n#include<__decl__atmosphereFragment>\n#include<helperFunctions>\n#include<depthFunctions>\n#include<atmosphereFunctions>\nvarying vec2 uv;varying vec3 positionOnNearPlane;\n#if USE_SKY_VIEW_LUT\nuniform sampler2D skyViewLut;\n#else\nuniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;\n#endif\nvoid main() {gl_FragColor=vec4(0.);vec3 rayDirection=normalize(positionOnNearPlane);\n#if USE_SKY_VIEW_LUT\nfloat cosAngleBetweenViewAndZenith;bool isRayIntersectingGround;vec4 skyColor =\nsampleSkyViewLut(\nskyViewLut,\nclampedCameraRadius,\ncameraGeocentricNormal,\nrayDirection,\ndirectionToLight,\ncosCameraHorizonAngleFromZenith,\ncosAngleBetweenViewAndZenith,\nisRayIntersectingGround);\n#ifndef APPLY_TRANSMITTANCE_BLENDING\nskyColor.a=0.;\n#endif\ngl_FragColor=skyColor;gl_FragColor.a=isRayIntersectingGround ? 1. : gl_FragColor.a;\n#else\nbool intersectsAtmosphere=false;vec3 cameraPositionGlobalClampedToTopOfAtmosphere=vec3(0.);moveToTopAtmosphere(\nclampedCameraPositionGlobal,\nclampedCameraRadius,\ncameraGeocentricNormal,\nrayDirection,\nintersectsAtmosphere,\ncameraPositionGlobalClampedToTopOfAtmosphere);if (!intersectsAtmosphere) {return;}\nvec3 transmittance;vec3 radiance;integrateScatteredRadiance(\nfalse,\natmosphereExposure*lightIntensity,\ntransmittanceLut,\nmultiScatteringLut,\nmultiScatteringIntensity,\ncameraPositionGlobalClampedToTopOfAtmosphere,\nrayDirection,\ndirectionToLight,\n100000000.,\nSkyViewLutSampleCount,\n-1.,\nradiance,\ntransmittance);\n#if APPLY_TRANSMITTANCE_BLENDING\nfloat transparency=1.-avg(transmittance);\n#else\nfloat transparency=0.;\n#endif\ngl_FragColor=vec4(radiance,transparency);\n#endif\n#if OUTPUT_TO_SRGB\ngl_FragColor=toGammaSpace(gl_FragColor);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const compositeSkyPixelShader = { name, shader };\n"]}
@@ -0,0 +1,13 @@
1
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
2
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "../Shaders/ShadersInclude/depthFunctions.js";
5
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
6
+ import "@onerjs/core/Shaders/ShadersInclude/importanceSampling.js";
7
+ import "@onerjs/core/Shaders/ShadersInclude/pbrBRDFFunctions.js";
8
+ import "@onerjs/core/Shaders/ShadersInclude/hdrFilteringFunctions.js";
9
+ /** @internal */
10
+ export declare const diffuseSkyIrradiancePixelShader: {
11
+ name: string;
12
+ shader: string;
13
+ };
@@ -0,0 +1,49 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import "../Shaders/ShadersInclude/depthFunctions.js";
7
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
8
+ import "@onerjs/core/Shaders/ShadersInclude/importanceSampling.js";
9
+ import "@onerjs/core/Shaders/ShadersInclude/pbrBRDFFunctions.js";
10
+ import "@onerjs/core/Shaders/ShadersInclude/hdrFilteringFunctions.js";
11
+ const name = "diffuseSkyIrradiancePixelShader";
12
+ const shader = `precision highp float;const float DiffuseSkyIrradianceLutSampleCount=32.0;
13
+ #include<__decl__atmosphereFragment>
14
+ #include<helperFunctions>
15
+ #include<depthFunctions>
16
+ #include<atmosphereFunctions>
17
+ uniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;vec3 integrateForIrradiance(vec3 directionToLight,vec3 rayDirection,vec3 rayOrigin) {vec3 radiance;vec3 transmittance;integrateScatteredRadiance(
18
+ false,
19
+ 1.,
20
+ transmittanceLut,
21
+ multiScatteringLut,
22
+ multiScatteringIntensity,
23
+ rayOrigin,
24
+ rayDirection.xzy,
25
+ directionToLight.xzy,
26
+ 100000000.,
27
+ DiffuseSkyIrradianceLutSampleCount,
28
+ -1.,
29
+ radiance,
30
+ transmittance);return radiance;}
31
+ #include<importanceSampling>
32
+ #include<pbrBRDFFunctions>
33
+ #include<hdrFilteringFunctions>
34
+ varying vec2 uv;void main() {vec2 unit=uvToUnit(uv,DiffuseSkyIrradianceLutDomainInUVSpace,DiffuseSkyIrradianceLutHalfTexelSize);float cosLightInclination=2.*unit.x-1.;float sinLightInclination=sqrtClamped(1.-cosLightInclination*cosLightInclination);vec3 directionToLight=normalize(vec3(0.,cosLightInclination,sinLightInclination));float radius=max(planetRadiusWithOffset,unit.y*atmosphereThickness+planetRadius);vec3 swappedDirectionToLight=vec3(directionToLight.x,directionToLight.z,directionToLight.y);
35
+ vec3 irradiance =
36
+ PI *
37
+ irradiance(
38
+ swappedDirectionToLight,
39
+ vec2(radius,0.),
40
+ 1.,
41
+ vec3(1.),
42
+ vec3(1.));float averageIrradiance=getLuminance(irradiance);vec3 newIrradiance=mix(irradiance,vec3(averageIrradiance),diffuseSkyIrradianceDesaturationFactor);float newIrradianceScale=getLuminance(newIrradiance);float rescaling=averageIrradiance/max(0.000001,newIrradianceScale);irradiance=newIrradiance*rescaling;gl_FragColor=vec4(irradiance,1.);}`;
43
+ // Sideeffect
44
+ if (!ShaderStore.ShadersStore[name]) {
45
+ ShaderStore.ShadersStore[name] = shader;
46
+ }
47
+ /** @internal */
48
+ export const diffuseSkyIrradiancePixelShader = { name, shader };
49
+ //# sourceMappingURL=diffuseSkyIrradiance.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"diffuseSkyIrradiance.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/diffuseSkyIrradiance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAC5D,gEAAqD;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,+CAA+C,CAAC;AACvD,mEAAwD;AACxD,iEAAsD;AACtD,sEAA2D;AAE3D,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;2VA8B4U,CAAC;AAC5V,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"../Shaders/ShadersInclude/depthFunctions\";\nimport \"../Shaders/ShadersInclude/atmosphereFunctions\";\nimport \"core/Shaders/ShadersInclude/importanceSampling\";\nimport \"core/Shaders/ShadersInclude/pbrBRDFFunctions\";\nimport \"core/Shaders/ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"diffuseSkyIrradiancePixelShader\";\nconst shader = `precision highp float;const float DiffuseSkyIrradianceLutSampleCount=32.0;\n#include<__decl__atmosphereFragment>\n#include<helperFunctions>\n#include<depthFunctions>\n#include<atmosphereFunctions>\nuniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;vec3 integrateForIrradiance(vec3 directionToLight,vec3 rayDirection,vec3 rayOrigin) {vec3 radiance;vec3 transmittance;integrateScatteredRadiance(\nfalse,\n1.,\ntransmittanceLut,\nmultiScatteringLut,\nmultiScatteringIntensity,\nrayOrigin,\nrayDirection.xzy,\ndirectionToLight.xzy,\n100000000.,\nDiffuseSkyIrradianceLutSampleCount,\n-1.,\nradiance,\ntransmittance);return radiance;}\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvarying vec2 uv;void main() {vec2 unit=uvToUnit(uv,DiffuseSkyIrradianceLutDomainInUVSpace,DiffuseSkyIrradianceLutHalfTexelSize);float cosLightInclination=2.*unit.x-1.;float sinLightInclination=sqrtClamped(1.-cosLightInclination*cosLightInclination);vec3 directionToLight=normalize(vec3(0.,cosLightInclination,sinLightInclination));float radius=max(planetRadiusWithOffset,unit.y*atmosphereThickness+planetRadius);vec3 swappedDirectionToLight=vec3(directionToLight.x,directionToLight.z,directionToLight.y); \nvec3 irradiance =\nPI *\nirradiance(\nswappedDirectionToLight,\nvec2(radius,0.),\n1.,\nvec3(1.),\nvec3(1.));float averageIrradiance=getLuminance(irradiance);vec3 newIrradiance=mix(irradiance,vec3(averageIrradiance),diffuseSkyIrradianceDesaturationFactor);float newIrradianceScale=getLuminance(newIrradiance);float rescaling=averageIrradiance/max(0.000001,newIrradianceScale);irradiance=newIrradiance*rescaling;gl_FragColor=vec4(irradiance,1.);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const diffuseSkyIrradiancePixelShader = { name, shader };\n"]}
@@ -0,0 +1,7 @@
1
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
2
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
3
+ /** @internal */
4
+ export declare const fullscreenTriangleVertexShader: {
5
+ name: string;
6
+ shader: string;
7
+ };
@@ -0,0 +1,31 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ const name = "fullscreenTriangleVertexShader";
6
+ const shader = `precision highp float;
7
+ #include<__decl__atmosphereFragment>
8
+ #if POSITION_VEC2
9
+ attribute vec2 position;
10
+ #else
11
+ attribute vec3 position;
12
+ #endif
13
+ uniform float depth;varying vec2 uv;
14
+ #if COMPUTE_WORLD_RAY
15
+ varying vec3 positionOnNearPlane;
16
+ #endif
17
+ #if COMPUTE_WORLD_RAY
18
+ const float nearPlaneNDC=-1.;
19
+ #endif
20
+ void main() {gl_Position=vec4(position.xy,depth,1.);uv=0.5*position.xy+vec2(0.5);
21
+ #if COMPUTE_WORLD_RAY
22
+ positionOnNearPlane=(inverseViewProjectionWithoutTranslation*vec4(position.xy,nearPlaneNDC,1.)).xyz;
23
+ #endif
24
+ }`;
25
+ // Sideeffect
26
+ if (!ShaderStore.ShadersStore[name]) {
27
+ ShaderStore.ShadersStore[name] = shader;
28
+ }
29
+ /** @internal */
30
+ export const fullscreenTriangleVertexShader = { name, shader };
31
+ //# sourceMappingURL=fullscreenTriangle.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fullscreenTriangle.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/fullscreenTriangle.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;EAkBb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\n\nconst name = \"fullscreenTriangleVertexShader\";\nconst shader = `precision highp float;\n#include<__decl__atmosphereFragment>\n#if POSITION_VEC2\nattribute vec2 position;\n#else\nattribute vec3 position;\n#endif\nuniform float depth;varying vec2 uv;\n#if COMPUTE_WORLD_RAY\nvarying vec3 positionOnNearPlane;\n#endif\n#if COMPUTE_WORLD_RAY\nconst float nearPlaneNDC=-1.;\n#endif\nvoid main() {gl_Position=vec4(position.xy,depth,1.);uv=0.5*position.xy+vec2(0.5);\n#if COMPUTE_WORLD_RAY\npositionOnNearPlane=(inverseViewProjectionWithoutTranslation*vec4(position.xy,nearPlaneNDC,1.)).xyz;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fullscreenTriangleVertexShader = { name, shader };\n"]}
@@ -0,0 +1,9 @@
1
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
2
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
5
+ /** @internal */
6
+ export declare const multiScatteringPixelShader: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,21 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
7
+ const name = "multiScatteringPixelShader";
8
+ const shader = `#define RENDER_MULTI_SCATTERING 1
9
+ precision highp float;
10
+ #define COMPUTE_MULTI_SCATTERING 1
11
+ #include<__decl__atmosphereFragment>
12
+ #include<helperFunctions>
13
+ #include<atmosphereFunctions>
14
+ varying vec2 uv;uniform sampler2D transmittanceLut;void main() {gl_FragColor=renderMultiScattering(uv,transmittanceLut);}`;
15
+ // Sideeffect
16
+ if (!ShaderStore.ShadersStore[name]) {
17
+ ShaderStore.ShadersStore[name] = shader;
18
+ }
19
+ /** @internal */
20
+ export const multiScatteringPixelShader = { name, shader };
21
+ //# sourceMappingURL=multiScattering.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"multiScattering.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/multiScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAC5D,gEAAqD;AACrD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;0HAM2G,CAAC;AAC3H,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"../Shaders/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"multiScatteringPixelShader\";\nconst shader = `#define RENDER_MULTI_SCATTERING 1\nprecision highp float;\n#define COMPUTE_MULTI_SCATTERING 1\n#include<__decl__atmosphereFragment>\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vec2 uv;uniform sampler2D transmittanceLut;void main() {gl_FragColor=renderMultiScattering(uv,transmittanceLut);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const multiScatteringPixelShader = { name, shader };\n"]}
@@ -0,0 +1,9 @@
1
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
2
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
5
+ /** @internal */
6
+ export declare const skyViewPixelShader: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,20 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
7
+ const name = "skyViewPixelShader";
8
+ const shader = `#define RENDER_SKY_VIEW 1
9
+ precision highp float;precision highp sampler2D;
10
+ #include<__decl__atmosphereFragment>
11
+ #include<helperFunctions>
12
+ #include<atmosphereFunctions>
13
+ varying vec2 uv;uniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;void main() {gl_FragColor=renderSkyView(uv,transmittanceLut,multiScatteringLut);}`;
14
+ // Sideeffect
15
+ if (!ShaderStore.ShadersStore[name]) {
16
+ ShaderStore.ShadersStore[name] = shader;
17
+ }
18
+ /** @internal */
19
+ export const skyViewPixelShader = { name, shader };
20
+ //# sourceMappingURL=skyView.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skyView.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/skyView.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAC5D,gEAAqD;AACrD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;0KAK2J,CAAC;AAC3K,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"../Shaders/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"skyViewPixelShader\";\nconst shader = `#define RENDER_SKY_VIEW 1\nprecision highp float;precision highp sampler2D;\n#include<__decl__atmosphereFragment>\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vec2 uv;uniform sampler2D transmittanceLut;uniform sampler2D multiScatteringLut;void main() {gl_FragColor=renderSkyView(uv,transmittanceLut,multiScatteringLut);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const skyViewPixelShader = { name, shader };\n"]}
@@ -0,0 +1,9 @@
1
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
2
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
5
+ /** @internal */
6
+ export declare const transmittancePixelShader: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,20 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "../Shaders/ShadersInclude/atmosphereFragmentDeclaration.js";
4
+ import "../Shaders/ShadersInclude/atmosphereUboDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
6
+ import "../Shaders/ShadersInclude/atmosphereFunctions.js";
7
+ const name = "transmittancePixelShader";
8
+ const shader = `#define RENDER_TRANSMITTANCE 1
9
+ precision highp float;
10
+ #include<__decl__atmosphereFragment>
11
+ #include<helperFunctions>
12
+ #include<atmosphereFunctions>
13
+ varying vec2 uv;void main() {gl_FragColor=renderTransmittance(uv);}`;
14
+ // Sideeffect
15
+ if (!ShaderStore.ShadersStore[name]) {
16
+ ShaderStore.ShadersStore[name] = shader;
17
+ }
18
+ /** @internal */
19
+ export const transmittancePixelShader = { name, shader };
20
+ //# sourceMappingURL=transmittance.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"transmittance.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/Shaders/transmittance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAC5D,gEAAqD;AACrD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;oEAKqD,CAAC;AACrE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../Shaders/ShadersInclude/atmosphereFragmentDeclaration\";\nimport \"../Shaders/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"../Shaders/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"transmittancePixelShader\";\nconst shader = `#define RENDER_TRANSMITTANCE 1\nprecision highp float;\n#include<__decl__atmosphereFragment>\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vec2 uv;void main() {gl_FragColor=renderTransmittance(uv);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const transmittancePixelShader = { name, shader };\n"]}