@onerjs/addons 8.51.4 → 8.51.6

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Files changed (67) hide show
  1. package/atmosphere/Shaders/ShadersInclude/atmosphereFragmentDeclaration.js.map +1 -1
  2. package/atmosphere/Shaders/ShadersInclude/atmosphereFunctions.js.map +1 -1
  3. package/atmosphere/Shaders/ShadersInclude/atmosphereUboDeclaration.js.map +1 -1
  4. package/atmosphere/Shaders/ShadersInclude/atmosphereVertexDeclaration.js.map +1 -1
  5. package/atmosphere/Shaders/ShadersInclude/depthFunctions.js.map +1 -1
  6. package/atmosphere/Shaders/aerialPerspective.fragment.d.ts +0 -4
  7. package/atmosphere/Shaders/aerialPerspective.fragment.js +11 -4
  8. package/atmosphere/Shaders/aerialPerspective.fragment.js.map +1 -1
  9. package/atmosphere/Shaders/compositeAerialPerspective.fragment.d.ts +0 -5
  10. package/atmosphere/Shaders/compositeAerialPerspective.fragment.js +12 -5
  11. package/atmosphere/Shaders/compositeAerialPerspective.fragment.js.map +1 -1
  12. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.d.ts +0 -5
  13. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.js +12 -5
  14. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.js.map +1 -1
  15. package/atmosphere/Shaders/compositeSky.fragment.d.ts +0 -4
  16. package/atmosphere/Shaders/compositeSky.fragment.js +11 -4
  17. package/atmosphere/Shaders/compositeSky.fragment.js.map +1 -1
  18. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.d.ts +0 -7
  19. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.js +14 -7
  20. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.js.map +1 -1
  21. package/atmosphere/Shaders/fullscreenTriangle.vertex.d.ts +0 -2
  22. package/atmosphere/Shaders/fullscreenTriangle.vertex.js +8 -2
  23. package/atmosphere/Shaders/fullscreenTriangle.vertex.js.map +1 -1
  24. package/atmosphere/Shaders/multiScattering.fragment.d.ts +0 -4
  25. package/atmosphere/Shaders/multiScattering.fragment.js +11 -4
  26. package/atmosphere/Shaders/multiScattering.fragment.js.map +1 -1
  27. package/atmosphere/Shaders/skyView.fragment.d.ts +0 -4
  28. package/atmosphere/Shaders/skyView.fragment.js +11 -4
  29. package/atmosphere/Shaders/skyView.fragment.js.map +1 -1
  30. package/atmosphere/Shaders/transmittance.fragment.d.ts +0 -4
  31. package/atmosphere/Shaders/transmittance.fragment.js +11 -4
  32. package/atmosphere/Shaders/transmittance.fragment.js.map +1 -1
  33. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereFunctions.js.map +1 -1
  34. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js.map +1 -1
  35. package/atmosphere/ShadersWGSL/ShadersInclude/depthFunctions.js.map +1 -1
  36. package/atmosphere/ShadersWGSL/aerialPerspective.fragment.d.ts +0 -3
  37. package/atmosphere/ShadersWGSL/aerialPerspective.fragment.js +10 -3
  38. package/atmosphere/ShadersWGSL/aerialPerspective.fragment.js.map +1 -1
  39. package/atmosphere/ShadersWGSL/compositeAerialPerspective.fragment.d.ts +0 -4
  40. package/atmosphere/ShadersWGSL/compositeAerialPerspective.fragment.js +11 -4
  41. package/atmosphere/ShadersWGSL/compositeAerialPerspective.fragment.js.map +1 -1
  42. package/atmosphere/ShadersWGSL/compositeGlobeAtmosphere.fragment.d.ts +0 -4
  43. package/atmosphere/ShadersWGSL/compositeGlobeAtmosphere.fragment.js +11 -4
  44. package/atmosphere/ShadersWGSL/compositeGlobeAtmosphere.fragment.js.map +1 -1
  45. package/atmosphere/ShadersWGSL/compositeSky.fragment.d.ts +0 -3
  46. package/atmosphere/ShadersWGSL/compositeSky.fragment.js +10 -3
  47. package/atmosphere/ShadersWGSL/compositeSky.fragment.js.map +1 -1
  48. package/atmosphere/ShadersWGSL/diffuseSkyIrradiance.fragment.d.ts +0 -6
  49. package/atmosphere/ShadersWGSL/diffuseSkyIrradiance.fragment.js +13 -6
  50. package/atmosphere/ShadersWGSL/diffuseSkyIrradiance.fragment.js.map +1 -1
  51. package/atmosphere/ShadersWGSL/fullscreenTriangle.vertex.d.ts +0 -1
  52. package/atmosphere/ShadersWGSL/fullscreenTriangle.vertex.js +7 -1
  53. package/atmosphere/ShadersWGSL/fullscreenTriangle.vertex.js.map +1 -1
  54. package/atmosphere/ShadersWGSL/multiScattering.fragment.d.ts +0 -3
  55. package/atmosphere/ShadersWGSL/multiScattering.fragment.js +10 -3
  56. package/atmosphere/ShadersWGSL/multiScattering.fragment.js.map +1 -1
  57. package/atmosphere/ShadersWGSL/skyView.fragment.d.ts +0 -3
  58. package/atmosphere/ShadersWGSL/skyView.fragment.js +10 -3
  59. package/atmosphere/ShadersWGSL/skyView.fragment.js.map +1 -1
  60. package/atmosphere/ShadersWGSL/transmittance.fragment.d.ts +0 -3
  61. package/atmosphere/ShadersWGSL/transmittance.fragment.js +10 -3
  62. package/atmosphere/ShadersWGSL/transmittance.fragment.js.map +1 -1
  63. package/msdfText/shaders/msdf.fragment.js.map +1 -1
  64. package/msdfText/shaders/msdf.vertex.js.map +1 -1
  65. package/msdfText/shadersWGSL/msdf.fragment.js.map +1 -1
  66. package/msdfText/shadersWGSL/msdf.vertex.js.map +1 -1
  67. package/package.json +2 -2
@@ -1,6 +1,3 @@
1
- import "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
2
- import "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
3
- import "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
4
1
  /** @internal */
5
2
  export declare const multiScatteringPixelShaderWGSL: {
6
3
  name: string;
@@ -1,8 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
- import "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
4
- import "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
- import "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
3
+ import { atmosphereUboDeclarationWGSL } from "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
4
+ import { helperFunctionsWGSL } from "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
+ import { intersectionFunctionsWGSL } from "@onerjs/core/ShadersWGSL/ShadersInclude/intersectionFunctions.js";
6
+ import { atmosphereFunctionsWGSL } from "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
6
7
  const name = "multiScatteringPixelShader";
7
8
  const shader = `#define RENDER_MULTI_SCATTERING
8
9
  #define COMPUTE_MULTI_SCATTERING
@@ -17,6 +18,12 @@ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderMul
17
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  if (!ShaderStore.ShadersStoreWGSL[name]) {
18
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  ShaderStore.ShadersStoreWGSL[name] = shader;
19
20
  }
21
+ const includes = [atmosphereUboDeclarationWGSL, helperFunctionsWGSL, intersectionFunctionsWGSL, atmosphereFunctionsWGSL];
22
+ for (const inc of includes) {
23
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
24
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
25
+ }
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+ }
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  /** @internal */
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  export const multiScatteringPixelShaderWGSL = { name, shader };
22
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  //# sourceMappingURL=multiScattering.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"multiScattering.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/ShadersWGSL/multiScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,wDAAwD,CAAC;AAChE,OAAO,iDAAiD,CAAC;AACzD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 \"../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"../ShadersWGSL/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"multiScatteringPixelShader\";\nconst shader = `#define RENDER_MULTI_SCATTERING\n#define COMPUTE_MULTI_SCATTERING\n#include<atmosphereUboDeclaration>\nvar transmittanceLutSampler: sampler;var transmittanceLut: texture_2d<f32>;\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderMultiScattering(input.vUV,transmittanceLut);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const multiScatteringPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"multiScattering.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/ShadersWGSL/multiScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,4BAA4B,EAAE,MAAM,wDAAwD,CAAC;AACtG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,uBAAuB,EAAE,MAAM,mDAAmD,CAAC;AAE5F,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,4BAA4B,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,uBAAuB,CAAC,CAAC;AACzH,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { atmosphereUboDeclarationWGSL } from \"../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { intersectionFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/intersectionFunctions\";\nimport { atmosphereFunctionsWGSL } from \"../ShadersWGSL/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"multiScatteringPixelShader\";\nconst shader = `#define RENDER_MULTI_SCATTERING\n#define COMPUTE_MULTI_SCATTERING\n#include<atmosphereUboDeclaration>\nvar transmittanceLutSampler: sampler;var transmittanceLut: texture_2d<f32>;\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderMultiScattering(input.vUV,transmittanceLut);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [atmosphereUboDeclarationWGSL, helperFunctionsWGSL, intersectionFunctionsWGSL, atmosphereFunctionsWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const multiScatteringPixelShaderWGSL = { name, shader };\n"]}
@@ -1,6 +1,3 @@
1
- import "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
2
- import "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
3
- import "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
4
1
  /** @internal */
5
2
  export declare const skyViewPixelShaderWGSL: {
6
3
  name: string;
@@ -1,8 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
- import "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
4
- import "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
- import "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
3
+ import { atmosphereUboDeclarationWGSL } from "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
4
+ import { helperFunctionsWGSL } from "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
+ import { intersectionFunctionsWGSL } from "@onerjs/core/ShadersWGSL/ShadersInclude/intersectionFunctions.js";
6
+ import { atmosphereFunctionsWGSL } from "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
6
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  const name = "skyViewPixelShader";
7
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  const shader = `#define RENDER_SKY_VIEW
8
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  #include<atmosphereUboDeclaration>
@@ -16,6 +17,12 @@ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderSky
16
17
  if (!ShaderStore.ShadersStoreWGSL[name]) {
17
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  ShaderStore.ShadersStoreWGSL[name] = shader;
18
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  }
20
+ const includes = [atmosphereUboDeclarationWGSL, helperFunctionsWGSL, intersectionFunctionsWGSL, atmosphereFunctionsWGSL];
21
+ for (const inc of includes) {
22
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
23
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
24
+ }
25
+ }
19
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  /** @internal */
20
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  export const skyViewPixelShaderWGSL = { name, shader };
21
28
  //# sourceMappingURL=skyView.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"skyView.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/ShadersWGSL/skyView.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,wDAAwD,CAAC;AAChE,OAAO,iDAAiD,CAAC;AACzD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"../ShadersWGSL/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"skyViewPixelShader\";\nconst shader = `#define RENDER_SKY_VIEW\n#include<atmosphereUboDeclaration>\nvar transmittanceLutSampler: sampler;var transmittanceLut: texture_2d<f32>;var multiScatteringLutSampler: sampler;var multiScatteringLut: texture_2d<f32>;\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderSkyView(input.vUV,transmittanceLut,multiScatteringLut);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const skyViewPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"skyView.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/ShadersWGSL/skyView.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,4BAA4B,EAAE,MAAM,wDAAwD,CAAC;AACtG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,uBAAuB,EAAE,MAAM,mDAAmD,CAAC;AAE5F,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,4BAA4B,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,uBAAuB,CAAC,CAAC;AACzH,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { atmosphereUboDeclarationWGSL } from \"../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { intersectionFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/intersectionFunctions\";\nimport { atmosphereFunctionsWGSL } from \"../ShadersWGSL/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"skyViewPixelShader\";\nconst shader = `#define RENDER_SKY_VIEW\n#include<atmosphereUboDeclaration>\nvar transmittanceLutSampler: sampler;var transmittanceLut: texture_2d<f32>;var multiScatteringLutSampler: sampler;var multiScatteringLut: texture_2d<f32>;\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderSkyView(input.vUV,transmittanceLut,multiScatteringLut);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [atmosphereUboDeclarationWGSL, helperFunctionsWGSL, intersectionFunctionsWGSL, atmosphereFunctionsWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const skyViewPixelShaderWGSL = { name, shader };\n"]}
@@ -1,6 +1,3 @@
1
- import "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
2
- import "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
3
- import "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
4
1
  /** @internal */
5
2
  export declare const transmittancePixelShaderWGSL: {
6
3
  name: string;
@@ -1,8 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
- import "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
4
- import "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
- import "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
3
+ import { atmosphereUboDeclarationWGSL } from "../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
4
+ import { helperFunctionsWGSL } from "@onerjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
+ import { intersectionFunctionsWGSL } from "@onerjs/core/ShadersWGSL/ShadersInclude/intersectionFunctions.js";
6
+ import { atmosphereFunctionsWGSL } from "../ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
6
7
  const name = "transmittancePixelShader";
7
8
  const shader = `#define RENDER_TRANSMITTANCE
8
9
  #define EXCLUDE_RAY_MARCHING_FUNCTIONS
@@ -16,6 +17,12 @@ fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderTra
16
17
  if (!ShaderStore.ShadersStoreWGSL[name]) {
17
18
  ShaderStore.ShadersStoreWGSL[name] = shader;
18
19
  }
20
+ const includes = [atmosphereUboDeclarationWGSL, helperFunctionsWGSL, intersectionFunctionsWGSL, atmosphereFunctionsWGSL];
21
+ for (const inc of includes) {
22
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
23
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
24
+ }
25
+ }
19
26
  /** @internal */
20
27
  export const transmittancePixelShaderWGSL = { name, shader };
21
28
  //# sourceMappingURL=transmittance.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"transmittance.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/ShadersWGSL/transmittance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,wDAAwD,CAAC;AAChE,OAAO,iDAAiD,CAAC;AACzD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"../ShadersWGSL/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"transmittancePixelShader\";\nconst shader = `#define RENDER_TRANSMITTANCE\n#define EXCLUDE_RAY_MARCHING_FUNCTIONS\n#include<atmosphereUboDeclaration>\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderTransmittance(input.vUV);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const transmittancePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"transmittance.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/atmosphere/ShadersWGSL/transmittance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,4BAA4B,EAAE,MAAM,wDAAwD,CAAC;AACtG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,uBAAuB,EAAE,MAAM,mDAAmD,CAAC;AAE5F,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,4BAA4B,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,uBAAuB,CAAC,CAAC;AACzH,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { atmosphereUboDeclarationWGSL } from \"../ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { intersectionFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/intersectionFunctions\";\nimport { atmosphereFunctionsWGSL } from \"../ShadersWGSL/ShadersInclude/atmosphereFunctions\";\n\nconst name = \"transmittancePixelShader\";\nconst shader = `#define RENDER_TRANSMITTANCE\n#define EXCLUDE_RAY_MARCHING_FUNCTIONS\n#include<atmosphereUboDeclaration>\n#include<helperFunctions>\n#include<atmosphereFunctions>\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=renderTransmittance(input.vUV);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [atmosphereUboDeclarationWGSL, helperFunctionsWGSL, intersectionFunctionsWGSL, atmosphereFunctionsWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const transmittancePixelShaderWGSL = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"msdf.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shaders/msdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;ikBAGkjB,CAAC;AAClkB,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,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfPixelShader\";\nconst shader = `#extension GL_OES_standard_derivatives : enable\nprecision highp float;uniform sampler2D fontAtlas;uniform vec4 uColor;uniform vec4 uStrokeColor;uniform float uStrokeInsetWidth;uniform float uStrokeOutsetWidth;uniform float thickness;varying vec2 atlasUV;float median(vec3 msdf) {return max(min(msdf.r,msdf.g),min(max(msdf.r,msdf.g),msdf.b));}\nvoid main(void)\n{vec3 s=texture2D(fontAtlas,atlasUV).rgb;float sigDist=median(s)-0.5+thickness;float alpha=clamp(sigDist/fwidth(sigDist)+0.5,0.0,1.0);float sigDistOutset=sigDist+uStrokeOutsetWidth*0.5;float sigDistInset=sigDist-uStrokeInsetWidth*0.5;float outset=clamp(sigDistOutset/fwidth(sigDistOutset)+0.5,0.0,1.0);float inset=1.0-clamp(sigDistInset/fwidth(sigDistInset)+0.5,0.0,1.0);float border=outset*inset;vec4 filledFragColor=vec4(uColor.rgb,alpha*uColor.a);vec4 strokedFragColor=vec4(uStrokeColor.rgb,border*uStrokeColor.a);gl_FragColor=mix(filledFragColor,strokedFragColor,border);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const msdfPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"msdf.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shaders/msdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;ikBAGkjB,CAAC;AAClkB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfPixelShader\";\nconst shader = `#extension GL_OES_standard_derivatives : enable\nprecision highp float;uniform sampler2D fontAtlas;uniform vec4 uColor;uniform vec4 uStrokeColor;uniform float uStrokeInsetWidth;uniform float uStrokeOutsetWidth;uniform float thickness;varying vec2 atlasUV;float median(vec3 msdf) {return max(min(msdf.r,msdf.g),min(max(msdf.r,msdf.g),msdf.b));}\nvoid main(void)\n{vec3 s=texture2D(fontAtlas,atlasUV).rgb;float sigDist=median(s)-0.5+thickness;float alpha=clamp(sigDist/fwidth(sigDist)+0.5,0.0,1.0);float sigDistOutset=sigDist+uStrokeOutsetWidth*0.5;float sigDistInset=sigDist-uStrokeInsetWidth*0.5;float outset=clamp(sigDistOutset/fwidth(sigDistOutset)+0.5,0.0,1.0);float inset=1.0-clamp(sigDistInset/fwidth(sigDistInset)+0.5,0.0,1.0);float border=outset*inset;vec4 filledFragColor=vec4(uColor.rgb,alpha*uColor.a);vec4 strokedFragColor=vec4(uStrokeColor.rgb,border*uStrokeColor.a);gl_FragColor=mix(filledFragColor,strokedFragColor,border);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const msdfPixelShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"msdf.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shaders/msdf.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;kEAMmD,CAAC;AACnE,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfVertexShader\";\nconst shader = `#define BILLBOARD 1\n#define BILLBOARDSCREENPROJECTED 2\nattribute vec2 offsets;attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;attribute vec4 uvs;uniform mat4 transform;uniform mat4 parentWorld;uniform mat4 view;uniform mat4 projection;uniform vec3 center;uniform int mode;varying vec2 atlasUV;void main(void) {mat4 world=mat4(world0,world1,world2,world3);vec4 worldPos=transform*(world*vec4(offsets.xy-vec2(0.5,0.5),0.,1.0));if (mode>=BILLBOARD) {vec3 viewPos=(view*parentWorld*vec4(0.,0.,0.,1.0)).xyz; \nif (mode==BILLBOARDSCREENPROJECTED) {viewPos.x/=viewPos.z;viewPos.y/=viewPos.z;viewPos.z=1.0;}\ngl_Position=projection*vec4(viewPos+worldPos.xyz,1.0); } else {vec3 viewPos=(view*parentWorld*worldPos).xyz; \ngl_Position=projection*vec4(viewPos,1.0); }\natlasUV=vec2(uvs.x+offsets.x*uvs.z,uvs.y+(1.0-offsets.y)*uvs.w);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const msdfVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"msdf.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shaders/msdf.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;kEAMmD,CAAC;AACnE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfVertexShader\";\nconst shader = `#define BILLBOARD 1\n#define BILLBOARDSCREENPROJECTED 2\nattribute vec2 offsets;attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;attribute vec4 uvs;uniform mat4 transform;uniform mat4 parentWorld;uniform mat4 view;uniform mat4 projection;uniform vec3 center;uniform int mode;varying vec2 atlasUV;void main(void) {mat4 world=mat4(world0,world1,world2,world3);vec4 worldPos=transform*(world*vec4(offsets.xy-vec2(0.5,0.5),0.,1.0));if (mode>=BILLBOARD) {vec3 viewPos=(view*parentWorld*vec4(0.,0.,0.,1.0)).xyz; \nif (mode==BILLBOARDSCREENPROJECTED) {viewPos.x/=viewPos.z;viewPos.y/=viewPos.z;viewPos.z=1.0;}\ngl_Position=projection*vec4(viewPos+worldPos.xyz,1.0); } else {vec3 viewPos=(view*parentWorld*worldPos).xyz; \ngl_Position=projection*vec4(viewPos,1.0); }\natlasUV=vec2(uvs.x+offsets.x*uvs.z,uvs.y+(1.0-offsets.y)*uvs.w);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const msdfVertexShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"msdf.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shadersWGSL/msdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;u4BAEw3B,CAAC;AACx4B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfPixelShader\";\nconst shader = `var fontAtlas: texture_2d<f32>;var fontAtlasSampler: sampler;uniform uColor: vec4f;uniform thickness: f32;uniform uStrokeColor: vec4f;uniform uStrokeInsetWidth: f32;uniform uStrokeOutsetWidth: f32;varying atlasUV: vec2f;fn median(msdf: vec3<f32>)->f32 {let a=min(msdf.r,msdf.g);let b=max(msdf.r,msdf.g);return max(a,min(b,msdf.b));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let s=textureSample(fontAtlas,fontAtlasSampler,input.atlasUV).rgb;let sigDist=median(s)-0.5+uniforms.thickness;let afwidth=length(vec2<f32>(dpdx(sigDist),dpdy(sigDist)));let alpha=clamp(sigDist/afwidth+0.5,0.0,1.0);let sigDistOutset=sigDist+uniforms.uStrokeOutsetWidth*0.5;let sigDistInset=sigDist-uniforms.uStrokeInsetWidth*0.5;let afwidthOutset=length(vec2<f32>(dpdx(sigDistOutset),dpdy(sigDistOutset)));let afwidthInset=length(vec2<f32>(dpdx(sigDistInset),dpdy(sigDistInset)));let outset=clamp(sigDistOutset/afwidthOutset+0.5,0.0,1.0);let inset=1.0-clamp(sigDistInset/afwidthInset+0.5,0.0,1.0);let border=outset*inset;let filledFragColor=vec4<f32>(uniforms.uColor.rgb,alpha*uniforms.uColor.a);let strokedFragColor=vec4<f32>(uniforms.uStrokeColor.rgb,border*uniforms.uStrokeColor.a);fragmentOutputs.color=mix(filledFragColor,strokedFragColor,border);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const msdfPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"msdf.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shadersWGSL/msdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;u4BAEw3B,CAAC;AACx4B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfPixelShader\";\nconst shader = `var fontAtlas: texture_2d<f32>;var fontAtlasSampler: sampler;uniform uColor: vec4f;uniform thickness: f32;uniform uStrokeColor: vec4f;uniform uStrokeInsetWidth: f32;uniform uStrokeOutsetWidth: f32;varying atlasUV: vec2f;fn median(msdf: vec3<f32>)->f32 {let a=min(msdf.r,msdf.g);let b=max(msdf.r,msdf.g);return max(a,min(b,msdf.b));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let s=textureSample(fontAtlas,fontAtlasSampler,input.atlasUV).rgb;let sigDist=median(s)-0.5+uniforms.thickness;let afwidth=length(vec2<f32>(dpdx(sigDist),dpdy(sigDist)));let alpha=clamp(sigDist/afwidth+0.5,0.0,1.0);let sigDistOutset=sigDist+uniforms.uStrokeOutsetWidth*0.5;let sigDistInset=sigDist-uniforms.uStrokeInsetWidth*0.5;let afwidthOutset=length(vec2<f32>(dpdx(sigDistOutset),dpdy(sigDistOutset)));let afwidthInset=length(vec2<f32>(dpdx(sigDistInset),dpdy(sigDistInset)));let outset=clamp(sigDistOutset/afwidthOutset+0.5,0.0,1.0);let inset=1.0-clamp(sigDistInset/afwidthInset+0.5,0.0,1.0);let border=outset*inset;let filledFragColor=vec4<f32>(uniforms.uColor.rgb,alpha*uniforms.uColor.a);let strokedFragColor=vec4<f32>(uniforms.uStrokeColor.rgb,border*uniforms.uStrokeColor.a);fragmentOutputs.color=mix(filledFragColor,strokedFragColor,border);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const msdfPixelShaderWGSL = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"msdf.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shadersWGSL/msdf.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;IAUX,CAAC;AACL,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfVertexShader\";\nconst shader = `#define BILLBOARD 1\n#define BILLBOARDSCREENPROJECTED 2\nattribute offsets: vec2f;attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;attribute uvs: vec4f;uniform transform: mat4x4f;uniform parentWorld: mat4x4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform mode: u32;varying atlasUV: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {let world=mat4x4<f32>(input.world0,input.world1,input.world2,input.world3);let localOffset=vec4<f32>(input.offsets-vec2<f32>(0.5,0.5),0.0,1.0);let worldPos=uniforms.transform*world*localOffset;if (uniforms.mode>=BILLBOARD) { \nvar viewPos=(uniforms.view*uniforms.parentWorld*vec4f(0.,0.,0.,1.0)).xyz;if (uniforms.mode==BILLBOARDSCREENPROJECTED) {viewPos=vec3f(viewPos.x/viewPos.z,viewPos.y/viewPos.z,1.0);} \nvertexOutputs.position=uniforms.projection*vec4<f32>(viewPos+worldPos.xyz,1.0);} else { \nlet viewPos=(uniforms.view*uniforms.parentWorld*worldPos).xyz;vertexOutputs.position=uniforms.projection*vec4<f32>(viewPos,1.0);}\nvertexOutputs.atlasUV=vec2<f32>(\ninput.uvs.x+input.offsets.x*input.uvs.z,\ninput.uvs.y+(1.0-input.offsets.y)*input.uvs.w\n);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const msdfVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"msdf.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shadersWGSL/msdf.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;IAUX,CAAC;AACL,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfVertexShader\";\nconst shader = `#define BILLBOARD 1\n#define BILLBOARDSCREENPROJECTED 2\nattribute offsets: vec2f;attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;attribute uvs: vec4f;uniform transform: mat4x4f;uniform parentWorld: mat4x4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform mode: u32;varying atlasUV: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {let world=mat4x4<f32>(input.world0,input.world1,input.world2,input.world3);let localOffset=vec4<f32>(input.offsets-vec2<f32>(0.5,0.5),0.0,1.0);let worldPos=uniforms.transform*world*localOffset;if (uniforms.mode>=BILLBOARD) { \nvar viewPos=(uniforms.view*uniforms.parentWorld*vec4f(0.,0.,0.,1.0)).xyz;if (uniforms.mode==BILLBOARDSCREENPROJECTED) {viewPos=vec3f(viewPos.x/viewPos.z,viewPos.y/viewPos.z,1.0);} \nvertexOutputs.position=uniforms.projection*vec4<f32>(viewPos+worldPos.xyz,1.0);} else { \nlet viewPos=(uniforms.view*uniforms.parentWorld*worldPos).xyz;vertexOutputs.position=uniforms.projection*vec4<f32>(viewPos,1.0);}\nvertexOutputs.atlasUV=vec2<f32>(\ninput.uvs.x+input.offsets.x*input.uvs.z,\ninput.uvs.y+(1.0-input.offsets.y)*input.uvs.w\n);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const msdfVertexShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/addons",
3
- "version": "8.51.4",
3
+ "version": "8.51.6",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@onerjs/core": "8.51.4",
21
+ "@onerjs/core": "8.51.6",
22
22
  "@dev/addons": "^1.0.0",
23
23
  "@dev/build-tools": "^1.0.0"
24
24
  },