@onerjs/core 8.27.14 → 8.28.1

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Files changed (55) hide show
  1. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  2. package/Buffers/bufferUtils.d.ts +1 -2
  3. package/Buffers/bufferUtils.js +3 -4
  4. package/Buffers/bufferUtils.js.map +1 -1
  5. package/Engines/abstractEngine.js +2 -2
  6. package/Engines/abstractEngine.js.map +1 -1
  7. package/Materials/Textures/texture.js +9 -2
  8. package/Materials/Textures/texture.js.map +1 -1
  9. package/Meshes/Compression/dracoEncoder.js +1 -1
  10. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  11. package/Meshes/geometry.js +1 -1
  12. package/Meshes/geometry.js.map +1 -1
  13. package/Particles/gpuParticleSystem.js +2 -1
  14. package/Particles/gpuParticleSystem.js.map +1 -1
  15. package/Particles/thinParticleSystem.js +4 -3
  16. package/Particles/thinParticleSystem.js.map +1 -1
  17. package/Physics/v2/physicsAggregate.d.ts +5 -0
  18. package/Physics/v2/physicsAggregate.js +26 -0
  19. package/Physics/v2/physicsAggregate.js.map +1 -1
  20. package/Rendering/geometryBufferRenderer.js +6 -1
  21. package/Rendering/geometryBufferRenderer.js.map +1 -1
  22. package/Shaders/geometry.fragment.js +3 -1
  23. package/Shaders/geometry.fragment.js.map +1 -1
  24. package/Shaders/geometry.vertex.js +10 -2
  25. package/Shaders/geometry.vertex.js.map +1 -1
  26. package/ShadersWGSL/geometry.fragment.js +3 -1
  27. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  28. package/ShadersWGSL/geometry.vertex.js +10 -2
  29. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  30. package/XR/features/WebXRAnchorSystem.d.ts +1 -1
  31. package/XR/features/WebXRBackgroundRemover.d.ts +1 -1
  32. package/XR/features/WebXRControllerMovement.d.ts +1 -1
  33. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  34. package/XR/features/WebXRControllerPointerSelection.d.ts +1 -1
  35. package/XR/features/WebXRControllerTeleportation.d.ts +1 -1
  36. package/XR/features/WebXRDOMOverlay.d.ts +1 -1
  37. package/XR/features/WebXRDepthSensing.d.ts +1 -1
  38. package/XR/features/WebXREyeTracking.d.ts +1 -1
  39. package/XR/features/WebXRFeaturePointSystem.d.ts +1 -1
  40. package/XR/features/WebXRHandTracking.d.ts +1 -1
  41. package/XR/features/WebXRHitTest.d.ts +1 -1
  42. package/XR/features/WebXRHitTestLegacy.d.ts +1 -1
  43. package/XR/features/WebXRImageTracking.d.ts +1 -1
  44. package/XR/features/WebXRLayers.d.ts +1 -1
  45. package/XR/features/WebXRLightEstimation.d.ts +1 -1
  46. package/XR/features/WebXRMeshDetector.d.ts +1 -1
  47. package/XR/features/WebXRNearInteraction.d.ts +1 -1
  48. package/XR/features/WebXRPlaneDetector.d.ts +1 -1
  49. package/XR/features/WebXRRawCameraAccess.d.ts +1 -1
  50. package/XR/features/WebXRSpaceWarp.d.ts +1 -1
  51. package/XR/webXRDefaultExperience.js +1 -1
  52. package/XR/webXRDefaultExperience.js.map +1 -1
  53. package/XR/webXRFeaturesManager.d.ts +116 -27
  54. package/XR/webXRFeaturesManager.js.map +1 -1
  55. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,yCAAyC,CAAC;AACjD,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiKd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/geometryVertexDeclaration\";\nimport \"./ShadersInclude/geometryUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `precision highp float;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<__decl__geometryVertex>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;attribute vec3 normal;\n#ifdef NEED_UV\nvarying vec2 vUV;\n#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;varying vec2 vBumpUV;\n#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;uniform mat4 albedoMatrix;varying vec2 vReflectivityUV;varying vec2 vAlbedoUV;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vec2 vMetallicUV;uniform mat4 metallicMatrix;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vec2 vRoughnessUV;uniform mat4 roughnessMatrix;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef BUMP\nvarying mat4 vWorldView;\n#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(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=vec4(finalWorld*vec4(positionUpdated,1.0));\n#ifdef BUMP\nvWorldView=view*finalWorld;mat3 normalWorld=mat3(finalWorld);vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvNormalV=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));\n#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\n#endif\n#endif\nvViewPos=view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=worldPos.xyz/worldPos.w;\n#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#else\nvUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV1\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\n#else\n#ifdef METALLIC_UV1\nvMetallicUV=vec2(metallicMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef ROUGHNESS_UV1\nvRoughnessUV=vec2(roughnessMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#else\nvUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvBumpUV=vec2(bumpMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV2\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2Updated,1.0,0.0));\n#else\n#ifdef METALLIC_UV2\nvMetallicUV=vec2(metallicMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef ROUGHNESS_UV2\nvRoughnessUV=vec2(roughnessMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,yCAAyC,CAAC;AACjD,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyKd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/geometryVertexDeclaration\";\nimport \"./ShadersInclude/geometryUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `precision highp float;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<__decl__geometryVertex>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute vec3 normal;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;varying vec2 vBumpUV;\n#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;uniform mat4 albedoMatrix;varying vec2 vReflectivityUV;varying vec2 vAlbedoUV;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vec2 vMetallicUV;uniform mat4 metallicMatrix;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vec2 vRoughnessUV;uniform mat4 roughnessMatrix;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef BUMP\nvarying mat4 vWorldView;\n#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvec3 normalUpdated=normal;\n#else\nvec3 normalUpdated=vec3(0.0,0.0,0.0);\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(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=vec4(finalWorld*vec4(positionUpdated,1.0));\n#ifdef BUMP\nvWorldView=view*finalWorld;mat3 normalWorld=mat3(finalWorld);vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvNormalV=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));\n#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\n#endif\n#endif\nvViewPos=view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=worldPos.xyz/worldPos.w;\n#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#else\nvUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV1\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\n#else\n#ifdef METALLIC_UV1\nvMetallicUV=vec2(metallicMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef ROUGHNESS_UV1\nvRoughnessUV=vec2(roughnessMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#else\nvUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvBumpUV=vec2(bumpMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV2\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2Updated,1.0,0.0));\n#else\n#ifdef METALLIC_UV2\nvMetallicUV=vec2(metallicMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef ROUGHNESS_UV2\nvRoughnessUV=vec2(roughnessMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShader = { name, shader };\n"]}
@@ -74,8 +74,10 @@ normalOutput=normalW;
74
74
  #else
75
75
  normalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);
76
76
  #endif
77
- #else
77
+ #elif defined(HAS_NORMAL_ATTRIBUTE)
78
78
  normalOutput=normalize(input.vNormalV);
79
+ #elif defined(POSITION)
80
+ normalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));
79
81
  #endif
80
82
  #ifdef ENCODE_NORMAL
81
83
  normalOutput=normalOutput*0.5+0.5;
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwKd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#else\nnormalOutput=normalize(input.vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Kd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
@@ -22,7 +22,10 @@ const shader = `#include<bonesDeclaration>
22
22
  #include<instancesDeclaration>
23
23
  #include<sceneUboDeclaration>
24
24
  #include<clipPlaneVertexDeclaration>
25
- attribute position: vec3f;attribute normal: vec3f;
25
+ attribute position: vec3f;
26
+ #ifdef HAS_NORMAL_ATTRIBUTE
27
+ attribute normal: vec3f;
28
+ #endif
26
29
  #ifdef NEED_UV
27
30
  varying vUV: vec2f;
28
31
  #ifdef ALPHATEST
@@ -64,7 +67,12 @@ uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying
64
67
  #endif
65
68
  #define CUSTOM_VERTEX_DEFINITIONS
66
69
  @vertex
67
- fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;var normalUpdated: vec3f=input.normal;
70
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
71
+ #ifdef HAS_NORMAL_ATTRIBUTE
72
+ var normalUpdated: vec3f=input.normal;
73
+ #else
74
+ var normalUpdated: vec3f=vec3f(0.0,0.0,0.0);
75
+ #endif
68
76
  #ifdef UV1
69
77
  var uvUpdated: vec2f=input.uv;
70
78
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgKd,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,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute position: vec3f;attribute normal: vec3f;\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;var normalUpdated: vec3f=input.normal;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=input.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwKd,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,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute position: vec3f;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute normal: vec3f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvar normalUpdated: vec3f=input.normal;\n#else\nvar normalUpdated: vec3f=vec3f(0.0,0.0,0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=input.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShaderWGSL = { name, shader };\n"]}
@@ -64,7 +64,7 @@ export declare class WebXRAnchorSystem extends WebXRAbstractFeature {
64
64
  /**
65
65
  * The module's name
66
66
  */
67
- static readonly Name = "xr-anchor-system";
67
+ static readonly Name: "xr-anchor-system";
68
68
  /**
69
69
  * The (Babylon) version of this module.
70
70
  * This is an integer representing the implementation version.
@@ -40,7 +40,7 @@ export declare class WebXRBackgroundRemover extends WebXRAbstractFeature {
40
40
  /**
41
41
  * The module's name
42
42
  */
43
- static readonly Name = "xr-background-remover";
43
+ static readonly Name: "xr-background-remover";
44
44
  /**
45
45
  * The (Babylon) version of this module.
46
46
  * This is an integer representing the implementation version.
@@ -132,7 +132,7 @@ export declare class WebXRControllerMovement extends WebXRAbstractFeature {
132
132
  /**
133
133
  * The module's name
134
134
  */
135
- static readonly Name = "xr-controller-movement";
135
+ static readonly Name: "xr-controller-movement";
136
136
  /**
137
137
  * Standard controller configurations.
138
138
  */
@@ -91,7 +91,7 @@ export declare class WebXRControllerPhysics extends WebXRAbstractFeature {
91
91
  /**
92
92
  * The module's name
93
93
  */
94
- static readonly Name = "xr-physics-controller";
94
+ static readonly Name: "xr-physics-controller";
95
95
  /**
96
96
  * The (Babylon) version of this module.
97
97
  * This is an integer representing the implementation version.
@@ -121,7 +121,7 @@ export declare class WebXRControllerPointerSelection extends WebXRAbstractFeatur
121
121
  /**
122
122
  * The module's name
123
123
  */
124
- static readonly Name = "xr-controller-pointer-selection";
124
+ static readonly Name: "xr-controller-pointer-selection";
125
125
  /**
126
126
  * The (Babylon) version of this module.
127
127
  * This is an integer representing the implementation version.
@@ -156,7 +156,7 @@ export declare class WebXRMotionControllerTeleportation extends WebXRAbstractFea
156
156
  /**
157
157
  * The module's name
158
158
  */
159
- static readonly Name = "xr-controller-teleportation";
159
+ static readonly Name: "xr-controller-teleportation";
160
160
  /**
161
161
  * The (Babylon) version of this module.
162
162
  * This is an integer representing the implementation version.
@@ -57,7 +57,7 @@ export declare class WebXRDomOverlay extends WebXRAbstractFeature {
57
57
  /**
58
58
  * The module's name
59
59
  */
60
- static readonly Name = "xr-dom-overlay";
60
+ static readonly Name: "xr-dom-overlay";
61
61
  /**
62
62
  * The (Babylon) version of this module.
63
63
  * This is an integer representing the implementation version.
@@ -102,7 +102,7 @@ export declare class WebXRDepthSensing extends WebXRAbstractFeature {
102
102
  /**
103
103
  * The module's name
104
104
  */
105
- static readonly Name = "xr-depth-sensing";
105
+ static readonly Name: "xr-depth-sensing";
106
106
  /**
107
107
  * The (Babylon) version of this module.
108
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  * This is an integer representing the implementation version.
@@ -13,7 +13,7 @@ export declare class WebXREyeTracking extends WebXRAbstractFeature {
13
13
  /**
14
14
  * The module's name
15
15
  */
16
- static readonly Name = "xr-eye-tracking";
16
+ static readonly Name: "xr-eye-tracking";
17
17
  /**
18
18
  * The (Babylon) version of this module.
19
19
  * This is an integer representing the implementation version.
@@ -27,7 +27,7 @@ export declare class WebXRFeaturePointSystem extends WebXRAbstractFeature {
27
27
  /**
28
28
  * The module's name
29
29
  */
30
- static readonly Name = "xr-feature-points";
30
+ static readonly Name: "xr-feature-points";
31
31
  /**
32
32
  * The (Babylon) version of this module.
33
33
  * This is an integer representing the implementation version.
@@ -298,7 +298,7 @@ export declare class WebXRHandTracking extends WebXRAbstractFeature {
298
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  /**
299
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  * The module's name
300
300
  */
301
- static readonly Name = "xr-hand-tracking";
301
+ static readonly Name: "xr-hand-tracking";
302
302
  /**
303
303
  * The (Babylon) version of this module.
304
304
  * This is an integer representing the implementation version.
@@ -83,7 +83,7 @@ export declare class WebXRHitTest extends WebXRAbstractFeature implements IWebXR
83
83
  /**
84
84
  * The module's name
85
85
  */
86
- static readonly Name = "xr-hit-test";
86
+ static readonly Name: "xr-hit-test";
87
87
  /**
88
88
  * The (Babylon) version of this module.
89
89
  * This is an integer representing the implementation version.
@@ -56,7 +56,7 @@ export declare class WebXRHitTestLegacy extends WebXRAbstractFeature implements
56
56
  /**
57
57
  * The module's name
58
58
  */
59
- static readonly Name = "xr-hit-test";
59
+ static readonly Name: "xr-hit-test";
60
60
  /**
61
61
  * The (Babylon) version of this module.
62
62
  * This is an integer representing the implementation version.
@@ -66,7 +66,7 @@ export declare class WebXRImageTracking extends WebXRAbstractFeature {
66
66
  /**
67
67
  * The module's name
68
68
  */
69
- static readonly Name = "xr-image-tracking";
69
+ static readonly Name: "xr-image-tracking";
70
70
  /**
71
71
  * The (Babylon) version of this module.
72
72
  * This is an integer representing the implementation version.
@@ -28,7 +28,7 @@ export declare class WebXRLayers extends WebXRAbstractFeature {
28
28
  /**
29
29
  * The module's name
30
30
  */
31
- static readonly Name = "xr-layers";
31
+ static readonly Name: "xr-layers";
32
32
  /**
33
33
  * The (Babylon) version of this module.
34
34
  * This is an integer representing the implementation version.
@@ -98,7 +98,7 @@ export declare class WebXRLightEstimation extends WebXRAbstractFeature {
98
98
  /**
99
99
  * The module's name
100
100
  */
101
- static readonly Name = "xr-light-estimation";
101
+ static readonly Name: "xr-light-estimation";
102
102
  /**
103
103
  * The (Babylon) version of this module.
104
104
  * This is an integer representing the implementation version.
@@ -90,7 +90,7 @@ export declare class WebXRMeshDetector extends WebXRAbstractFeature {
90
90
  /**
91
91
  * The module's name
92
92
  */
93
- static readonly Name = "xr-mesh-detection";
93
+ static readonly Name: "xr-mesh-detection";
94
94
  /**
95
95
  * The (Babylon) version of this module.
96
96
  * This is an integer representing the implementation version.
@@ -92,7 +92,7 @@ export declare class WebXRNearInteraction extends WebXRAbstractFeature {
92
92
  /**
93
93
  * The module's name
94
94
  */
95
- static readonly Name = "xr-near-interaction";
95
+ static readonly Name: "xr-near-interaction";
96
96
  /**
97
97
  * The (Babylon) version of this module.
98
98
  * This is an integer representing the implementation version.
@@ -58,7 +58,7 @@ export declare class WebXRPlaneDetector extends WebXRAbstractFeature {
58
58
  /**
59
59
  * The module's name
60
60
  */
61
- static readonly Name = "xr-plane-detection";
61
+ static readonly Name: "xr-plane-detection";
62
62
  /**
63
63
  * The (Babylon) version of this module.
64
64
  * This is an integer representing the implementation version.
@@ -53,7 +53,7 @@ export declare class WebXRRawCameraAccess extends WebXRAbstractFeature {
53
53
  /**
54
54
  * The module's name
55
55
  */
56
- static readonly Name = "xr-raw-camera-access";
56
+ static readonly Name: "xr-raw-camera-access";
57
57
  /**
58
58
  * The (Babylon) version of this module.
59
59
  * This is an integer representing the implementation version.
@@ -77,7 +77,7 @@ export declare class WebXRSpaceWarp extends WebXRAbstractFeature {
77
77
  /**
78
78
  * The module's name
79
79
  */
80
- static readonly Name = "xr-space-warp";
80
+ static readonly Name: "xr-space-warp";
81
81
  /**
82
82
  * The (Babylon) version of this module.
83
83
  * This is an integer representing the implementation version.
@@ -67,7 +67,7 @@ export class WebXRDefaultExperience {
67
67
  xrInput: result.input,
68
68
  renderingGroupId: options.renderingGroupId,
69
69
  };
70
- result.pointerSelection = (result.baseExperience.featuresManager.enableFeature(WebXRControllerPointerSelection.Name, options.useStablePlugins ? "stable" : "latest", pointerSelectionOptions));
70
+ result.pointerSelection = result.baseExperience.featuresManager.enableFeature(WebXRControllerPointerSelection.Name, options.useStablePlugins ? "stable" : "latest", pointerSelectionOptions);
71
71
  if (!options.disableTeleportation) {
72
72
  // Add default teleportation, including rotation
73
73
  result.teleportation = result.baseExperience.featuresManager.enableFeature(WebXRMotionControllerTeleportation.Name, options.useStablePlugins ? "stable" : "latest", {
@@ -1 +1 @@
1
- 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{ WebXRExperienceHelper } from \"./webXRExperienceHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { IWebXRInputOptions } from \"./webXRInput\";\r\nimport { WebXRInput } from \"./webXRInput\";\r\nimport type { IWebXRControllerPointerSelectionOptions } from \"./features/WebXRControllerPointerSelection\";\r\nimport { WebXRControllerPointerSelection } from \"./features/WebXRControllerPointerSelection\";\r\nimport type { IWebXRNearInteractionOptions } from \"./features/WebXRNearInteraction\";\r\nimport { WebXRNearInteraction } from \"./features/WebXRNearInteraction\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport type { WebXREnterExitUIOptions } from \"./webXREnterExitUI\";\r\nimport { WebXREnterExitUI } from \"./webXREnterExitUI\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { WebXRManagedOutputCanvasOptions } from \"./webXRManagedOutputCanvas\";\r\nimport type { IWebXRTeleportationOptions } from \"./features/WebXRControllerTeleportation\";\r\nimport { WebXRHandTracking, type IWebXRHandTrackingOptions } from \"./features/WebXRHandTracking\";\r\nimport { WebXRMotionControllerTeleportation } from \"./features/WebXRControllerTeleportation\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Options for the default xr helper\r\n */\r\nexport class WebXRDefaultExperienceOptions {\r\n /**\r\n * Enable or disable default UI to enter XR\r\n */\r\n public disableDefaultUI?: boolean;\r\n /**\r\n * Should pointer selection not initialize.\r\n * Note that disabling pointer selection also disables teleportation.\r\n * Defaults to false.\r\n */\r\n public disablePointerSelection?: boolean;\r\n /**\r\n * Should teleportation not initialize. Defaults to false.\r\n */\r\n public disableTeleportation?: boolean;\r\n /**\r\n * Should nearInteraction not initialize. Defaults to false.\r\n */\r\n public disableNearInteraction?: boolean;\r\n\r\n /**\r\n * Should hand tracking be disabled. Defaults to false.\r\n */\r\n public disableHandTracking?: boolean;\r\n /**\r\n * Floor meshes that will be used for teleport\r\n */\r\n public floorMeshes?: Array<AbstractMesh>;\r\n /**\r\n * If set to true, the first frame will not be used to reset position\r\n * The first frame is mainly used when copying transformation from the old camera\r\n * Mainly used in AR\r\n */\r\n public ignoreNativeCameraTransformation?: boolean;\r\n /**\r\n * Optional configuration for the XR input object\r\n */\r\n public inputOptions?: Partial<IWebXRInputOptions>;\r\n /**\r\n * optional configuration for pointer selection\r\n */\r\n public pointerSelectionOptions?: Partial<IWebXRControllerPointerSelectionOptions>;\r\n /**\r\n * optional configuration for near interaction\r\n */\r\n public nearInteractionOptions?: Partial<IWebXRNearInteractionOptions>;\r\n\r\n /**\r\n * optional configuration for hand tracking\r\n */\r\n public handSupportOptions?: Partial<IWebXRHandTrackingOptions>;\r\n /**\r\n * optional configuration for teleportation\r\n */\r\n public teleportationOptions?: Partial<IWebXRTeleportationOptions>;\r\n /**\r\n * optional configuration for the output canvas\r\n */\r\n public outputCanvasOptions?: WebXRManagedOutputCanvasOptions;\r\n /**\r\n * optional UI options. This can be used among other to change session mode and reference space type\r\n */\r\n public uiOptions?: Partial<WebXREnterExitUIOptions>;\r\n /**\r\n * When loading teleportation and pointer select, use stable versions instead of latest.\r\n */\r\n public useStablePlugins?: boolean;\r\n\r\n /**\r\n * An optional rendering group id that will be set globally for teleportation, pointer selection and default controller meshes\r\n */\r\n public renderingGroupId?: number;\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n * If set to true, all features we support will be added\r\n */\r\n public optionalFeatures?: boolean | string[];\r\n}\r\n\r\n/**\r\n * Default experience for webxr\r\n */\r\nexport class WebXRDefaultExperience {\r\n /**\r\n * Base experience\r\n */\r\n public baseExperience: WebXRExperienceHelper;\r\n /**\r\n * Enables ui for entering/exiting xr\r\n */\r\n public enterExitUI: WebXREnterExitUI;\r\n /**\r\n * Input experience extension\r\n */\r\n public input: WebXRInput;\r\n /**\r\n * Enables laser pointer and selection\r\n */\r\n public pointerSelection: WebXRControllerPointerSelection;\r\n /**\r\n * Default target xr should render to\r\n */\r\n public renderTarget: WebXRRenderTarget;\r\n /**\r\n * Enables teleportation\r\n */\r\n public teleportation: WebXRMotionControllerTeleportation;\r\n\r\n /**\r\n * Enables near interaction for hands/controllers\r\n */\r\n public nearInteraction: WebXRNearInteraction;\r\n\r\n private constructor() {}\r\n\r\n /**\r\n * Creates the default xr experience\r\n * @param scene scene\r\n * @param options options for basic configuration\r\n * @returns resulting WebXRDefaultExperience\r\n */\r\n public static async CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions = {}) {\r\n const result = new WebXRDefaultExperience();\r\n scene.onDisposeObservable.addOnce(() => {\r\n result.dispose();\r\n });\r\n // init the UI right after construction\r\n if (!options.disableDefaultUI) {\r\n const uiOptions: WebXREnterExitUIOptions = {\r\n renderTarget: result.renderTarget,\r\n ...(options.uiOptions || {}),\r\n };\r\n if (options.optionalFeatures) {\r\n if (typeof options.optionalFeatures === \"boolean\") {\r\n uiOptions.optionalFeatures = [\"hit-test\", \"anchors\", \"plane-detection\", \"hand-tracking\"];\r\n } else {\r\n uiOptions.optionalFeatures = options.optionalFeatures;\r\n }\r\n }\r\n result.enterExitUI = new WebXREnterExitUI(scene, uiOptions);\r\n }\r\n\r\n try {\r\n // Create base experience\r\n const xrHelper = await WebXRExperienceHelper.CreateAsync(scene);\r\n // eslint-disable-next-line require-atomic-updates\r\n result.baseExperience = xrHelper;\r\n\r\n if (options.ignoreNativeCameraTransformation) {\r\n // eslint-disable-next-line require-atomic-updates\r\n result.baseExperience.camera.compensateOnFirstFrame = false;\r\n }\r\n\r\n // Add controller support\r\n // eslint-disable-next-line require-atomic-updates\r\n result.input = new WebXRInput(xrHelper.sessionManager, xrHelper.camera, {\r\n controllerOptions: {\r\n renderingGroupId: options.renderingGroupId,\r\n },\r\n ...(options.inputOptions || {}),\r\n });\r\n\r\n if (!options.disablePointerSelection) {\r\n // Add default pointer selection\r\n const pointerSelectionOptions = {\r\n ...options.pointerSelectionOptions,\r\n xrInput: result.input,\r\n renderingGroupId: options.renderingGroupId,\r\n };\r\n\r\n result.pointerSelection = <WebXRControllerPointerSelection>(\r\n result.baseExperience.featuresManager.enableFeature(\r\n WebXRControllerPointerSelection.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRControllerPointerSelectionOptions>pointerSelectionOptions\r\n )\r\n );\r\n\r\n if (!options.disableTeleportation) {\r\n // Add default teleportation, including rotation\r\n result.teleportation = <WebXRMotionControllerTeleportation>result.baseExperience.featuresManager.enableFeature(\r\n WebXRMotionControllerTeleportation.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRTeleportationOptions>{\r\n floorMeshes: options.floorMeshes,\r\n xrInput: result.input,\r\n renderingGroupId: options.renderingGroupId,\r\n ...options.teleportationOptions,\r\n }\r\n );\r\n result.teleportation.setSelectionFeature(result.pointerSelection);\r\n }\r\n }\r\n\r\n if (!options.disableNearInteraction) {\r\n // Add default pointer selection\r\n result.nearInteraction = <WebXRNearInteraction>result.baseExperience.featuresManager.enableFeature(\r\n WebXRNearInteraction.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRNearInteractionOptions>{\r\n xrInput: result.input,\r\n farInteractionFeature: result.pointerSelection,\r\n renderingGroupId: options.renderingGroupId,\r\n useUtilityLayer: true,\r\n enableNearInteractionOnAllControllers: true,\r\n ...options.nearInteractionOptions,\r\n }\r\n );\r\n }\r\n\r\n if (!options.disableHandTracking) {\r\n // Add default hand tracking\r\n result.baseExperience.featuresManager.enableFeature(\r\n WebXRHandTracking.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRHandTrackingOptions>{\r\n xrInput: result.input,\r\n ...options.handSupportOptions,\r\n },\r\n undefined,\r\n false\r\n );\r\n }\r\n\r\n // Create the WebXR output target\r\n result.renderTarget = result.baseExperience.sessionManager.getWebXRRenderTarget(options.outputCanvasOptions);\r\n\r\n if (!options.disableDefaultUI) {\r\n // Create ui for entering/exiting xr\r\n await result.enterExitUI.setHelperAsync(result.baseExperience, result.renderTarget);\r\n }\r\n return result;\r\n } catch (error) {\r\n Logger.Error(\"Error initializing XR\");\r\n Logger.Error(error);\r\n return result;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n if (this.baseExperience) {\r\n this.baseExperience.dispose();\r\n }\r\n if (this.input) {\r\n this.input.dispose();\r\n }\r\n if (this.enterExitUI) {\r\n this.enterExitUI.dispose();\r\n }\r\n if (this.renderTarget) {\r\n this.renderTarget.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ WebXRExperienceHelper } from \"./webXRExperienceHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { IWebXRInputOptions } from \"./webXRInput\";\r\nimport { WebXRInput } from \"./webXRInput\";\r\nimport type { IWebXRControllerPointerSelectionOptions } from \"./features/WebXRControllerPointerSelection\";\r\nimport { WebXRControllerPointerSelection } from \"./features/WebXRControllerPointerSelection\";\r\nimport type { IWebXRNearInteractionOptions } from \"./features/WebXRNearInteraction\";\r\nimport { WebXRNearInteraction } from \"./features/WebXRNearInteraction\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport type { WebXREnterExitUIOptions } from \"./webXREnterExitUI\";\r\nimport { WebXREnterExitUI } from \"./webXREnterExitUI\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { WebXRManagedOutputCanvasOptions } from \"./webXRManagedOutputCanvas\";\r\nimport type { IWebXRTeleportationOptions } from \"./features/WebXRControllerTeleportation\";\r\nimport { WebXRHandTracking, type IWebXRHandTrackingOptions } from \"./features/WebXRHandTracking\";\r\nimport { WebXRMotionControllerTeleportation } from \"./features/WebXRControllerTeleportation\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Options for the default xr helper\r\n */\r\nexport class WebXRDefaultExperienceOptions {\r\n /**\r\n * Enable or disable default UI to enter XR\r\n */\r\n public disableDefaultUI?: boolean;\r\n /**\r\n * Should pointer selection not initialize.\r\n * Note that disabling pointer selection also disables teleportation.\r\n * Defaults to false.\r\n */\r\n public disablePointerSelection?: boolean;\r\n /**\r\n * Should teleportation not initialize. Defaults to false.\r\n */\r\n public disableTeleportation?: boolean;\r\n /**\r\n * Should nearInteraction not initialize. Defaults to false.\r\n */\r\n public disableNearInteraction?: boolean;\r\n\r\n /**\r\n * Should hand tracking be disabled. Defaults to false.\r\n */\r\n public disableHandTracking?: boolean;\r\n /**\r\n * Floor meshes that will be used for teleport\r\n */\r\n public floorMeshes?: Array<AbstractMesh>;\r\n /**\r\n * If set to true, the first frame will not be used to reset position\r\n * The first frame is mainly used when copying transformation from the old camera\r\n * Mainly used in AR\r\n */\r\n public ignoreNativeCameraTransformation?: boolean;\r\n /**\r\n * Optional configuration for the XR input object\r\n */\r\n public inputOptions?: Partial<IWebXRInputOptions>;\r\n /**\r\n * optional configuration for pointer selection\r\n */\r\n public pointerSelectionOptions?: Partial<IWebXRControllerPointerSelectionOptions>;\r\n /**\r\n * optional configuration for near interaction\r\n */\r\n public nearInteractionOptions?: Partial<IWebXRNearInteractionOptions>;\r\n\r\n /**\r\n * optional configuration for hand tracking\r\n */\r\n public handSupportOptions?: Partial<IWebXRHandTrackingOptions>;\r\n /**\r\n * optional configuration for teleportation\r\n */\r\n public teleportationOptions?: Partial<IWebXRTeleportationOptions>;\r\n /**\r\n * optional configuration for the output canvas\r\n */\r\n public outputCanvasOptions?: WebXRManagedOutputCanvasOptions;\r\n /**\r\n * optional UI options. This can be used among other to change session mode and reference space type\r\n */\r\n public uiOptions?: Partial<WebXREnterExitUIOptions>;\r\n /**\r\n * When loading teleportation and pointer select, use stable versions instead of latest.\r\n */\r\n public useStablePlugins?: boolean;\r\n\r\n /**\r\n * An optional rendering group id that will be set globally for teleportation, pointer selection and default controller meshes\r\n */\r\n public renderingGroupId?: number;\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n * If set to true, all features we support will be added\r\n */\r\n public optionalFeatures?: boolean | string[];\r\n}\r\n\r\n/**\r\n * Default experience for webxr\r\n */\r\nexport class WebXRDefaultExperience {\r\n /**\r\n * Base experience\r\n */\r\n public baseExperience: WebXRExperienceHelper;\r\n /**\r\n * Enables ui for entering/exiting xr\r\n */\r\n public enterExitUI: WebXREnterExitUI;\r\n /**\r\n * Input experience extension\r\n */\r\n public input: WebXRInput;\r\n /**\r\n * Enables laser pointer and selection\r\n */\r\n public pointerSelection: WebXRControllerPointerSelection;\r\n /**\r\n * Default target xr should render to\r\n */\r\n public renderTarget: WebXRRenderTarget;\r\n /**\r\n * Enables teleportation\r\n */\r\n public teleportation: WebXRMotionControllerTeleportation;\r\n\r\n /**\r\n * Enables near interaction for hands/controllers\r\n */\r\n public nearInteraction: WebXRNearInteraction;\r\n\r\n private constructor() {}\r\n\r\n /**\r\n * Creates the default xr experience\r\n * @param scene scene\r\n * @param options options for basic configuration\r\n * @returns resulting WebXRDefaultExperience\r\n */\r\n public static async CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions = {}) {\r\n const result = new WebXRDefaultExperience();\r\n scene.onDisposeObservable.addOnce(() => {\r\n result.dispose();\r\n });\r\n // init the UI right after construction\r\n if (!options.disableDefaultUI) {\r\n const uiOptions: WebXREnterExitUIOptions = {\r\n renderTarget: result.renderTarget,\r\n ...(options.uiOptions || {}),\r\n };\r\n if (options.optionalFeatures) {\r\n if (typeof options.optionalFeatures === \"boolean\") {\r\n uiOptions.optionalFeatures = [\"hit-test\", \"anchors\", \"plane-detection\", \"hand-tracking\"];\r\n } else {\r\n uiOptions.optionalFeatures = options.optionalFeatures;\r\n }\r\n }\r\n result.enterExitUI = new WebXREnterExitUI(scene, uiOptions);\r\n }\r\n\r\n try {\r\n // Create base experience\r\n const xrHelper = await WebXRExperienceHelper.CreateAsync(scene);\r\n // eslint-disable-next-line require-atomic-updates\r\n result.baseExperience = xrHelper;\r\n\r\n if (options.ignoreNativeCameraTransformation) {\r\n // eslint-disable-next-line require-atomic-updates\r\n result.baseExperience.camera.compensateOnFirstFrame = false;\r\n }\r\n\r\n // Add controller support\r\n // eslint-disable-next-line require-atomic-updates\r\n result.input = new WebXRInput(xrHelper.sessionManager, xrHelper.camera, {\r\n controllerOptions: {\r\n renderingGroupId: options.renderingGroupId,\r\n },\r\n ...(options.inputOptions || {}),\r\n });\r\n\r\n if (!options.disablePointerSelection) {\r\n // Add default pointer selection\r\n const pointerSelectionOptions = {\r\n ...options.pointerSelectionOptions,\r\n xrInput: result.input,\r\n renderingGroupId: options.renderingGroupId,\r\n };\r\n\r\n result.pointerSelection = result.baseExperience.featuresManager.enableFeature(\r\n WebXRControllerPointerSelection.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRControllerPointerSelectionOptions>pointerSelectionOptions\r\n );\r\n\r\n if (!options.disableTeleportation) {\r\n // Add default teleportation, including rotation\r\n result.teleportation = result.baseExperience.featuresManager.enableFeature(\r\n WebXRMotionControllerTeleportation.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRTeleportationOptions>{\r\n floorMeshes: options.floorMeshes,\r\n xrInput: result.input,\r\n renderingGroupId: options.renderingGroupId,\r\n ...options.teleportationOptions,\r\n }\r\n );\r\n result.teleportation.setSelectionFeature(result.pointerSelection);\r\n }\r\n }\r\n\r\n if (!options.disableNearInteraction) {\r\n // Add default pointer selection\r\n result.nearInteraction = result.baseExperience.featuresManager.enableFeature(WebXRNearInteraction.Name, options.useStablePlugins ? \"stable\" : \"latest\", <\r\n IWebXRNearInteractionOptions\r\n >{\r\n xrInput: result.input,\r\n farInteractionFeature: result.pointerSelection,\r\n renderingGroupId: options.renderingGroupId,\r\n useUtilityLayer: true,\r\n enableNearInteractionOnAllControllers: true,\r\n ...options.nearInteractionOptions,\r\n });\r\n }\r\n\r\n if (!options.disableHandTracking) {\r\n // Add default hand tracking\r\n result.baseExperience.featuresManager.enableFeature(\r\n WebXRHandTracking.Name,\r\n options.useStablePlugins ? \"stable\" : \"latest\",\r\n <IWebXRHandTrackingOptions>{\r\n xrInput: result.input,\r\n ...options.handSupportOptions,\r\n },\r\n undefined,\r\n false\r\n );\r\n }\r\n\r\n // Create the WebXR output target\r\n result.renderTarget = result.baseExperience.sessionManager.getWebXRRenderTarget(options.outputCanvasOptions);\r\n\r\n if (!options.disableDefaultUI) {\r\n // Create ui for entering/exiting xr\r\n await result.enterExitUI.setHelperAsync(result.baseExperience, result.renderTarget);\r\n }\r\n return result;\r\n } catch (error) {\r\n Logger.Error(\"Error initializing XR\");\r\n Logger.Error(error);\r\n return result;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n if (this.baseExperience) {\r\n this.baseExperience.dispose();\r\n }\r\n if (this.input) {\r\n this.input.dispose();\r\n }\r\n if (this.enterExitUI) {\r\n this.enterExitUI.dispose();\r\n }\r\n if (this.renderTarget) {\r\n this.renderTarget.dispose();\r\n }\r\n }\r\n}\r\n"]}