@onerjs/core 8.25.2 → 8.25.4
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/Bones/bone.js +14 -54
- package/Bones/bone.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +4 -0
- package/Cameras/arcRotateCamera.js +26 -10
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
- package/Engines/Native/nativeShaderProcessors.js +3 -0
- package/Engines/Native/nativeShaderProcessors.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +3 -0
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +3 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +4 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.d.ts +1 -1
- package/Engines/abstractEngine.functions.d.ts +2 -2
- package/Engines/abstractEngine.functions.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +10 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +10 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +8 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +16 -0
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.js +2 -0
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +16 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +40 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +3 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +10 -7
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +2 -2
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +4 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gizmos/cameraGizmo.js +11 -13
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +21 -13
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Loading/sceneLoader.d.ts +3 -1
- package/Loading/sceneLoader.js +3 -2
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +3 -14
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +5 -0
- package/Materials/Textures/renderTargetTexture.js +9 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/material.d.ts +17 -1
- package/Materials/material.js +38 -7
- package/Materials/material.js.map +1 -1
- package/Materials/materialDefines.d.ts +1 -0
- package/Materials/materialDefines.js +1 -0
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +3 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +3 -10
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/geometry.js +4 -4
- package/Meshes/geometry.js.map +1 -1
- package/Misc/assetsManager.d.ts +81 -25
- package/Misc/assetsManager.js +70 -32
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/fileTools.d.ts +2 -2
- package/Misc/fileTools.js +3 -1
- package/Misc/fileTools.js.map +1 -1
- package/Misc/sceneSerializer.js +3 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +6 -0
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +4 -0
- package/Particles/gpuParticleSystem.js +4 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +4 -0
- package/Particles/thinParticleSystem.js +4 -0
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/joinedPhysicsEngineComponent.js +1 -1
- package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +5 -3
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +22 -9
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +3 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +18 -2
- package/Rendering/objectRenderer.js +69 -29
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.d.ts +4 -0
- package/Rendering/outlineRenderer.js +10 -0
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Shaders/pbr.vertex.js +1 -5
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/ssao2.fragment.js +14 -2
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/ssao2.fragment.js +14 -2
- package/ShadersWGSL/ssao2.fragment.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js +6 -2
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +2 -0
- package/scene.js.map +1 -1
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n effect.setMatrix(\"world\", world);\r\n });\r\n\r\n engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh)) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n const skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n true, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.setAlphaBlend(alphaBlendState);\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer is enabled\r\n */\r\n public enabled = true;\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n effect.setMatrix(\"world\", world);\r\n });\r\n\r\n engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh)) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n const skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n true, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.setAlphaBlend(alphaBlendState);\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
|
package/Shaders/pbr.vertex.js
CHANGED
|
@@ -176,11 +176,7 @@ vNormalW=normalize(normalWorld*normalUpdated);
|
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|
176
176
|
#endif
|
|
177
177
|
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
|
|
178
178
|
#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
|
|
179
|
-
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
|
|
180
|
-
#if !defined(NATIVE) && !defined(WEBGPU)
|
|
181
|
-
bool bbb=any(isnan(position));if (bbb) { }
|
|
182
|
-
#endif
|
|
183
|
-
float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
|
|
179
|
+
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
|
|
184
180
|
#else
|
|
185
181
|
vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
|
|
186
182
|
#endif
|
|
@@ -1 +1 @@
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1
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-
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `#define PBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvViewDepth=(view*worldPos).z;\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
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{"version":3,"file":"pbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,6BAA6B,CAAC;AACrC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmOd,CAAC;AACF,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 \"../Engines/shaderStore\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"pbrVertexShader\";\nconst shader = `#define PBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvViewDepth=(view*worldPos).z;\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrVertexShader = { name, shader };\n"]}
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);uniform float near;uniform float radius;uniform sampler2D depthSampler;uniform sampler2D randomSampler;uniform sampler2D normalSampler;uniform float randTextureTiles;uniform float samplesFactor;uniform vec3 sampleSphere[SAMPLES];uniform float totalStrength;uniform float base;
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);uniform float near;uniform float radius;uniform sampler2D depthSampler;uniform sampler2D randomSampler;uniform sampler2D normalSampler;uniform float randTextureTiles;uniform float samplesFactor;uniform vec3 sampleSphere[SAMPLES];uniform float totalStrength;uniform float base;
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#ifdef ORTHOGRAPHIC_CAMERA
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uniform vec4 viewport;
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uniform float xViewport;uniform float yViewport;
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uniform mat3 depthProjection;uniform float maxZ;uniform float minZAspect;uniform vec2 texelSize;uniform mat4 projection;void main()
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{vec3 random=textureLod(randomSampler,vUV*randTextureTiles,0.0).rgb;float depth=textureLod(depthSampler,vUV,0.0).r;float depthSign=sign(depth);depth=depth*depthSign;vec3 normal=textureLod(normalSampler,vUV,0.0).rgb;float occlusion=0.0;float correctedRadius=min(radius,minZAspect*depth/near);
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#ifdef ORTHOGRAPHIC_CAMERA
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vec3 vViewRay=vec3(mix(viewport.x,viewport.y,vUV.x),mix(viewport.z,viewport.w,vUV.y),depthSign);
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#else
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vec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);
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#endif
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vec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);vec3 origin=vViewRay*vDepthFactor;vec3 rvec=random*2.0-1.0;rvec.z=0.0;float dotProduct=dot(rvec,normal);rvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);vec3 tangent=normalize(rvec-normal*dot(rvec,normal));vec3 bitangent=cross(normal,tangent);mat3 tbn=mat3(tangent,bitangent,normal);float difference;for (int i=0; i<SAMPLES; ++i) {vec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];samplePosition=samplePosition*correctedRadius+origin;vec4 offset=vec4(samplePosition,1.0);offset=projection*offset;offset.xyz/=offset.w;offset.xy=offset.xy*0.5+0.5;if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {continue;}
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float sampleDepth=abs(textureLod(depthSampler,offset.xy,0.0).r);difference=depthSign*samplePosition.z-sampleDepth;float rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);occlusion+=step(EPSILON,difference)*rangeCheck;}
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occlusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));float ao=1.0-totalStrength*occlusion*samplesFactor;float result=clamp(ao+base,0.0,1.0);gl_FragColor=vec4(vec3(result),1.0);}
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{"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG
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{"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,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 \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `precision highp float;uniform sampler2D textureSampler;varying vec2 vUV;\n#ifdef SSAO\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);uniform float near;uniform float radius;uniform sampler2D depthSampler;uniform sampler2D randomSampler;uniform sampler2D normalSampler;uniform float randTextureTiles;uniform float samplesFactor;uniform vec3 sampleSphere[SAMPLES];uniform float totalStrength;uniform float base;\n#ifdef ORTHOGRAPHIC_CAMERA\nuniform vec4 viewport;\n#else\nuniform float xViewport;uniform float yViewport;\n#endif\nuniform mat3 depthProjection;uniform float maxZ;uniform float minZAspect;uniform vec2 texelSize;uniform mat4 projection;void main()\n{vec3 random=textureLod(randomSampler,vUV*randTextureTiles,0.0).rgb;float depth=textureLod(depthSampler,vUV,0.0).r;float depthSign=sign(depth);depth=depth*depthSign;vec3 normal=textureLod(normalSampler,vUV,0.0).rgb;float occlusion=0.0;float correctedRadius=min(radius,minZAspect*depth/near);\n#ifdef ORTHOGRAPHIC_CAMERA\nvec3 vViewRay=vec3(mix(viewport.x,viewport.y,vUV.x),mix(viewport.z,viewport.w,vUV.y),depthSign);\n#else\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\n#endif\nvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);vec3 origin=vViewRay*vDepthFactor;vec3 rvec=random*2.0-1.0;rvec.z=0.0;float dotProduct=dot(rvec,normal);rvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);vec3 tangent=normalize(rvec-normal*dot(rvec,normal));vec3 bitangent=cross(normal,tangent);mat3 tbn=mat3(tangent,bitangent,normal);float difference;for (int i=0; i<SAMPLES; ++i) {vec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];samplePosition=samplePosition*correctedRadius+origin;vec4 offset=vec4(samplePosition,1.0);offset=projection*offset;offset.xyz/=offset.w;offset.xy=offset.xy*0.5+0.5;if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {continue;}\nfloat sampleDepth=abs(textureLod(depthSampler,offset.xy,0.0).r);difference=depthSign*samplePosition.z-sampleDepth;float rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);occlusion+=step(EPSILON,difference)*rangeCheck;}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));float ao=1.0-totalStrength*occlusion*samplesFactor;float result=clamp(ao+base,0.0,1.0);gl_FragColor=vec4(vec3(result),1.0);}\n#endif\n#ifdef BLUR\nuniform float outSize;uniform float soften;uniform float tolerance;uniform int samples;\n#ifndef BLUR_BYPASS\nuniform sampler2D depthSampler;\n#ifdef BLUR_LEGACY\n#define inline\nfloat blur13Bilateral(sampler2D image,vec2 uv,vec2 step) {float result=0.0;vec2 off1=vec2(1.411764705882353)*step;vec2 off2=vec2(3.2941176470588234)*step;vec2 off3=vec2(5.176470588235294)*step;float compareDepth=abs(textureLod(depthSampler,uv,0.0).r);float sampleDepth;float weight;float weightSum=30.0;result+=textureLod(image,uv,0.0).r*30.0;sampleDepth=abs(textureLod(depthSampler,uv+off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureLod(image,uv+off1,0.0).r*weight;sampleDepth=abs(textureLod(depthSampler,uv-off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureLod(image,uv-off1,0.0).r*weight;sampleDepth=abs(textureLod(depthSampler,uv+off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureLod(image,uv+off2,0.0).r*weight;sampleDepth=abs(textureLod(depthSampler,uv-off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureLod(image,uv-off2,0.0).r*weight;sampleDepth=abs(textureLod(depthSampler,uv+off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureLod(image,uv+off3,0.0).r*weight;sampleDepth=abs(textureLod(depthSampler,uv-off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureLod(image,uv-off3,0.0).r*weight;return result/weightSum;}\n#endif\n#endif\nvoid main()\n{float result=0.0;\n#ifdef BLUR_BYPASS\nresult=textureLod(textureSampler,vUV,0.0).r;\n#else\n#ifdef BLUR_H\nvec2 step=vec2(1.0/outSize,0.0);\n#else\nvec2 step=vec2(0.0,1.0/outSize);\n#endif\n#ifdef BLUR_LEGACY\nresult=blur13Bilateral(textureSampler,vUV,step);\n#else\nfloat compareDepth=abs(textureLod(depthSampler,vUV,0.0).r);float weightSum=0.0;for (int i=-samples; i<samples; i+=2)\n{vec2 samplePos=vUV+step*(float(i)+0.5);float sampleDepth=abs(textureLod(depthSampler,samplePos,0.0).r);float falloff=smoothstep(0.0,\nfloat(samples),\nfloat(samples)-abs(float(i))*soften);float minDivider=tolerance*0.5+0.003;float weight=falloff/( minDivider+abs(compareDepth-sampleDepth));result+=textureLod(textureSampler,samplePos,0.0).r*weight;weightSum+=weight;}\nresult/=weightSum;\n#endif\n#endif\ngl_FragColor.rgb=vec3(result);gl_FragColor.a=1.0;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const ssao2PixelShader = { name, shader };\n"]}
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@@ -20,8 +20,20 @@ const scales: array<f32,16>=array<f32,16>(
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);uniform near: f32;uniform radius: f32;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var randomSamplerSampler: sampler;var randomSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform randTextureTiles: f32;uniform samplesFactor: f32;uniform sampleSphere: array<vec3f,SAMPLES>;uniform totalStrength: f32;uniform base: f32;
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);uniform near: f32;uniform radius: f32;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var randomSamplerSampler: sampler;var randomSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform randTextureTiles: f32;uniform samplesFactor: f32;uniform sampleSphere: array<vec3f,SAMPLES>;uniform totalStrength: f32;uniform base: f32;
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#ifdef ORTHOGRAPHIC_CAMERA
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uniform viewport: vec4f;
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uniform xViewport: f32;uniform yViewport: f32;
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uniform depthProjection: mat3x3f;uniform maxZ: f32;uniform minZAspect: f32;uniform texelSize: vec2f;uniform projection: mat4x4f;@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {var random: vec3f=textureSampleLevel(randomSampler,randomSamplerSampler,input.vUV*uniforms.randTextureTiles,0.0).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r;var depthSign: f32=sign(depth);depth=depth*depthSign;var normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.0).rgb;var occlusion: f32=0.0;var correctedRadius: f32=min(uniforms.radius,uniforms.minZAspect*depth/uniforms.near);
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#ifdef ORTHOGRAPHIC_CAMERA
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var vViewRay: vec3f= vec3f(mix(uniforms.viewport.x,uniforms.viewport.y,input.vUV.x),mix(uniforms.viewport.z,uniforms.viewport.w,input.vUV.y),depthSign);
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#else
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var vViewRay: vec3f= vec3f((input.vUV.x*2.0-1.0)*uniforms.xViewport,(input.vUV.y*2.0-1.0)*uniforms.yViewport,depthSign);
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var vDepthFactor: vec3f=uniforms.depthProjection* vec3f(1.0,1.0,depth);var origin: vec3f=vViewRay*vDepthFactor;var rvec: vec3f=random*2.0-1.0;rvec.z=0.0;var dotProduct: f32=dot(rvec,normal);rvec=select( vec3f(-rvec.y,0.0,rvec.x),rvec,1.0-abs(dotProduct)>1e-2);var tangent: vec3f=normalize(rvec-normal*dot(rvec,normal));var bitangent: vec3f=cross(normal,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,normal);var difference: f32;for (var i: i32=0; i<SAMPLES; i++) {var samplePosition: vec3f=scales[(i+ i32(random.x*16.0)) % 16]*tbn*uniforms.sampleSphere[(i+ i32(random.y*16.0)) % 16];samplePosition=samplePosition*correctedRadius+origin;var offset: vec4f= vec4f(samplePosition,1.0);offset=uniforms.projection*offset;offset=vec4f(offset.xyz/offset.w,offset.w);offset=vec4f(offset.xy*0.5+0.5,offset.z,offset.w);if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {continue;}
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var sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,offset.xy,0.0).r);difference=depthSign*samplePosition.z-sampleDepth;var rangeCheck: f32=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);occlusion+=step(EPSILON,difference)*rangeCheck;}
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occlusion=occlusion*(1.0-smoothstep(uniforms.maxZ*0.75,uniforms.maxZ,depth));var ao: f32=1.0-uniforms.totalStrength*occlusion*uniforms.samplesFactor;var result: f32=clamp(ao+uniforms.base,0.0,1.0);fragmentOutputs.color= vec4f( vec3f(result),1.0);}
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{"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG
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{"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef SSAO\nconst scales: array<f32,16>=array<f32,16>(\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);uniform near: f32;uniform radius: f32;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;var randomSamplerSampler: sampler;var randomSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform randTextureTiles: f32;uniform samplesFactor: f32;uniform sampleSphere: array<vec3f,SAMPLES>;uniform totalStrength: f32;uniform base: f32;\n#ifdef ORTHOGRAPHIC_CAMERA\nuniform viewport: vec4f;\n#else\nuniform xViewport: f32;uniform yViewport: f32;\n#endif\nuniform depthProjection: mat3x3f;uniform maxZ: f32;uniform minZAspect: f32;uniform texelSize: vec2f;uniform projection: mat4x4f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var random: vec3f=textureSampleLevel(randomSampler,randomSamplerSampler,input.vUV*uniforms.randTextureTiles,0.0).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r;var depthSign: f32=sign(depth);depth=depth*depthSign;var normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.0).rgb;var occlusion: f32=0.0;var correctedRadius: f32=min(uniforms.radius,uniforms.minZAspect*depth/uniforms.near);\n#ifdef ORTHOGRAPHIC_CAMERA\nvar vViewRay: vec3f= vec3f(mix(uniforms.viewport.x,uniforms.viewport.y,input.vUV.x),mix(uniforms.viewport.z,uniforms.viewport.w,input.vUV.y),depthSign);\n#else\nvar vViewRay: vec3f= vec3f((input.vUV.x*2.0-1.0)*uniforms.xViewport,(input.vUV.y*2.0-1.0)*uniforms.yViewport,depthSign);\n#endif\nvar vDepthFactor: vec3f=uniforms.depthProjection* vec3f(1.0,1.0,depth);var origin: vec3f=vViewRay*vDepthFactor;var rvec: vec3f=random*2.0-1.0;rvec.z=0.0;var dotProduct: f32=dot(rvec,normal);rvec=select( vec3f(-rvec.y,0.0,rvec.x),rvec,1.0-abs(dotProduct)>1e-2);var tangent: vec3f=normalize(rvec-normal*dot(rvec,normal));var bitangent: vec3f=cross(normal,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,normal);var difference: f32;for (var i: i32=0; i<SAMPLES; i++) {var samplePosition: vec3f=scales[(i+ i32(random.x*16.0)) % 16]*tbn*uniforms.sampleSphere[(i+ i32(random.y*16.0)) % 16];samplePosition=samplePosition*correctedRadius+origin;var offset: vec4f= vec4f(samplePosition,1.0);offset=uniforms.projection*offset;offset=vec4f(offset.xyz/offset.w,offset.w);offset=vec4f(offset.xy*0.5+0.5,offset.z,offset.w);if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {continue;}\nvar sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,offset.xy,0.0).r);difference=depthSign*samplePosition.z-sampleDepth;var rangeCheck: f32=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);occlusion+=step(EPSILON,difference)*rangeCheck;}\nocclusion=occlusion*(1.0-smoothstep(uniforms.maxZ*0.75,uniforms.maxZ,depth));var ao: f32=1.0-uniforms.totalStrength*occlusion*uniforms.samplesFactor;var result: f32=clamp(ao+uniforms.base,0.0,1.0);fragmentOutputs.color= vec4f( vec3f(result),1.0);}\n#else\n#ifdef BLUR\nuniform outSize: f32;uniform soften: f32;uniform tolerance: f32;uniform samples: i32;\n#ifndef BLUR_BYPASS\nvar depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#ifdef BLUR_LEGACY\nfn blur13Bilateral(image: texture_2d<f32>,imageSampler: sampler,uv: vec2f,step: vec2f)->f32 {var result: f32=0.0;var off1: vec2f= vec2f(1.411764705882353)*step;var off2: vec2f= vec2f(3.2941176470588234)*step;var off3: vec2f= vec2f(5.176470588235294)*step;var compareDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv,0.0).r);var sampleDepth: f32;var weight: f32;var weightSum: f32=30.0;result+=textureSampleLevel(image,imageSampler,uv,0.0).r*30.0;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureSampleLevel(image,imageSampler,uv+off1,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off1,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+= weight;result+=textureSampleLevel(image,imageSampler,uv-off1,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv+off2,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off2,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv-off2,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv+off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv+off3,0.0).r*weight;sampleDepth=abs(textureSampleLevel(depthSampler,depthSamplerSampler,uv-off3,0.0).r);weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);weightSum+=weight;result+=textureSampleLevel(image,imageSampler,uv-off3,0.0).r*weight;return result/weightSum;}\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var result: f32=0.0;\n#ifdef BLUR_BYPASS\nresult=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0).r;\n#else\n#ifdef BLUR_H\nvar step: vec2f= vec2f(1.0/uniforms.outSize,0.0);\n#else\nvar step: vec2f= vec2f(0.0,1.0/uniforms.outSize);\n#endif\n#ifdef BLUR_LEGACY\nresult=blur13Bilateral(textureSampler,textureSamplerSampler,input.vUV,step);\n#else\nvar compareDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.0).r);var weightSum: f32=0.0;for (var i: i32=-uniforms.samples; i<uniforms.samples; i+=2)\n{var samplePos: vec2f=input.vUV+step*( f32(i)+0.5);var sampleDepth: f32=abs(textureSampleLevel(depthSampler,depthSamplerSampler,samplePos,0.0).r);var falloff: f32=smoothstep(0.0,\nf32(uniforms.samples),\nf32(uniforms.samples)-abs( f32(i))*uniforms.soften);var minDivider: f32=uniforms.tolerance*0.5+0.003;var weight: f32=falloff/( minDivider+abs(compareDepth-sampleDepth));result+=textureSampleLevel(textureSampler,textureSamplerSampler,samplePos,0.0).r*weight;weightSum+=weight;}\nresult/=weightSum;\n#endif\n#endif\nfragmentOutputs.color=vec4f(result,result,result,1.0);}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const ssao2PixelShaderWGSL = { name, shader };\n"]}
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@@ -9,8 +9,9 @@ import { WebGLHardwareTexture } from "../../Engines/WebGL/webGLHardwareTexture.j
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class DepthSensingMaterialDefines extends MaterialDefines {
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constructor() {
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super(material, "DepthSensing", 222, new DepthSensingMaterialDefines());
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this._varColorName = material instanceof PBRBaseMaterial ? "finalColor" : "color";
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RegisterClass(`BABYLON.DepthSensingMaterialPlugin`, WebXRDepthSensingMaterialPlugin);
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/**
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RegisterMaterialPlugin("WebXRDepthSensingMaterialPlugin", (material) => new WebXRDepthSensingMaterialPlugin(material));
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* Dispose this feature and all of the resources attached
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*/
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dispose() {
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UnregisterMaterialPlugin("WebXRDepthSensingMaterialPlugin");
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WebXRFeaturesManager.AddWebXRFeature(WebXRDepthSensing.Name, (xrSessionManager, options) => {
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return () => new WebXRDepthSensing(xrSessionManager, options);
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}, WebXRDepthSensing.Version, false);
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RegisterMaterialPlugin("WebXRDepthSensingMaterialPlugin", (material) => new WebXRDepthSensingMaterialPlugin(material));
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//# sourceMappingURL=WebXRDepthSensing.js.map
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