@onerjs/core 8.42.6 → 8.42.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (480) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.d.ts +5 -2
  4. package/Animations/animatorAvatar.js +42 -29
  5. package/Animations/animatorAvatar.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +1 -1
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.js +1 -2
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  11. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  13. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  14. package/Behaviors/Meshes/followBehavior.js +1 -1
  15. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  16. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  17. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  18. package/Bones/boneLookController.js +1 -1
  19. package/Bones/boneLookController.js.map +1 -1
  20. package/Buffers/buffer.js +1 -1
  21. package/Buffers/buffer.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
  25. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
  26. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
  28. package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
  29. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  30. package/Cameras/camera.js +2 -2
  31. package/Cameras/camera.js.map +1 -1
  32. package/Cameras/cameraMovement.d.ts +1 -4
  33. package/Cameras/cameraMovement.js +1 -4
  34. package/Cameras/cameraMovement.js.map +1 -1
  35. package/Cameras/geospatialCamera.d.ts +22 -4
  36. package/Cameras/geospatialCamera.js +27 -9
  37. package/Cameras/geospatialCamera.js.map +1 -1
  38. package/Cameras/geospatialCameraMovement.d.ts +3 -3
  39. package/Cameras/geospatialCameraMovement.js +18 -18
  40. package/Cameras/geospatialCameraMovement.js.map +1 -1
  41. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  43. package/Engines/Extensions/engine.query.js +1 -1
  44. package/Engines/Extensions/engine.query.js.map +1 -1
  45. package/Engines/Processors/shaderProcessor.js +2 -3
  46. package/Engines/Processors/shaderProcessor.js.map +1 -1
  47. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  48. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  50. package/Engines/WebGPU/Extensions/engine.debugging.js +135 -21
  51. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  52. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  53. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  54. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  55. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  56. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  57. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  58. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  59. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  60. package/Engines/WebGPU/webgpuTextureManager.js +10 -5
  61. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  62. package/Engines/abstractEngine.js +2 -2
  63. package/Engines/abstractEngine.js.map +1 -1
  64. package/Engines/engine.common.js +2 -2
  65. package/Engines/engine.common.js.map +1 -1
  66. package/Engines/engine.js +0 -1
  67. package/Engines/engine.js.map +1 -1
  68. package/Engines/engineFeatures.d.ts +0 -2
  69. package/Engines/engineFeatures.js.map +1 -1
  70. package/Engines/nullEngine.js +0 -1
  71. package/Engines/nullEngine.js.map +1 -1
  72. package/Engines/thinEngine.functions.js +1 -1
  73. package/Engines/thinEngine.functions.js.map +1 -1
  74. package/Engines/thinEngine.js +4 -6
  75. package/Engines/thinEngine.js.map +1 -1
  76. package/Engines/thinNativeEngine.js +2 -6
  77. package/Engines/thinNativeEngine.js.map +1 -1
  78. package/Engines/thinWebGPUEngine.d.ts +11 -4
  79. package/Engines/thinWebGPUEngine.js +58 -34
  80. package/Engines/thinWebGPUEngine.js.map +1 -1
  81. package/Engines/webgpuEngine.d.ts +3 -1
  82. package/Engines/webgpuEngine.js +30 -169
  83. package/Engines/webgpuEngine.js.map +1 -1
  84. package/FlowGraph/flowGraph.d.ts +1 -0
  85. package/FlowGraph/flowGraph.js.map +1 -1
  86. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  87. package/FlowGraph/flowGraphBlock.js.map +1 -1
  88. package/FlowGraph/flowGraphContext.d.ts +1 -0
  89. package/FlowGraph/flowGraphContext.js.map +1 -1
  90. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  91. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  92. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  93. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  94. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  95. package/FrameGraph/Passes/renderPass.js +0 -3
  96. package/FrameGraph/Passes/renderPass.js.map +1 -1
  97. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  98. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  99. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  100. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  101. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  102. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  104. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  105. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  106. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  107. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  108. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  109. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
  110. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
  111. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  112. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  113. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  114. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  115. package/FrameGraph/frameGraph.js +3 -0
  116. package/FrameGraph/frameGraph.js.map +1 -1
  117. package/FrameGraph/frameGraphContext.js +1 -1
  118. package/FrameGraph/frameGraphContext.js.map +1 -1
  119. package/FrameGraph/frameGraphTask.d.ts +0 -2
  120. package/FrameGraph/frameGraphTask.js +15 -17
  121. package/FrameGraph/frameGraphTask.js.map +1 -1
  122. package/FrameGraph/frameGraphTextureManager.js +1 -1
  123. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  124. package/Gizmos/axisScaleGizmo.js +2 -2
  125. package/Gizmos/axisScaleGizmo.js.map +1 -1
  126. package/Gizmos/cameraGizmo.d.ts +1 -1
  127. package/Gizmos/cameraGizmo.js +1 -1
  128. package/Gizmos/cameraGizmo.js.map +1 -1
  129. package/Gizmos/gizmo.d.ts +4 -4
  130. package/Gizmos/gizmo.js +5 -5
  131. package/Gizmos/gizmo.js.map +1 -1
  132. package/Gizmos/gizmoManager.d.ts +2 -2
  133. package/Gizmos/gizmoManager.js +1 -1
  134. package/Gizmos/gizmoManager.js.map +1 -1
  135. package/Gizmos/planeRotationGizmo.d.ts +2 -2
  136. package/Gizmos/planeRotationGizmo.js +2 -3
  137. package/Gizmos/planeRotationGizmo.js.map +1 -1
  138. package/Gizmos/positionGizmo.d.ts +1 -1
  139. package/Gizmos/positionGizmo.js +2 -2
  140. package/Gizmos/positionGizmo.js.map +1 -1
  141. package/Gizmos/rotationGizmo.d.ts +1 -1
  142. package/Gizmos/rotationGizmo.js +3 -3
  143. package/Gizmos/rotationGizmo.js.map +1 -1
  144. package/Gizmos/scaleGizmo.d.ts +1 -1
  145. package/Gizmos/scaleGizmo.js +1 -1
  146. package/Gizmos/scaleGizmo.js.map +1 -1
  147. package/Layers/glowLayer.js +1 -1
  148. package/Layers/glowLayer.js.map +1 -1
  149. package/Layers/highlightLayer.js +1 -1
  150. package/Layers/highlightLayer.js.map +1 -1
  151. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  152. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  153. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  154. package/Lights/Shadows/shadowGenerator.js +77 -11
  155. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  156. package/Lights/lightingVolume.d.ts +1 -0
  157. package/Lights/lightingVolume.js +10 -2
  158. package/Lights/lightingVolume.js.map +1 -1
  159. package/Loading/Plugins/babylonFileLoader.js +44 -14
  160. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  161. package/Loading/sceneLoader.js +1 -1
  162. package/Loading/sceneLoader.js.map +1 -1
  163. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
  164. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
  165. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  166. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  167. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  169. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  171. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  173. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/curveBlock.js +2 -3
  175. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  176. package/Materials/Node/nodeMaterial.js +1 -2
  177. package/Materials/Node/nodeMaterial.js.map +1 -1
  178. package/Materials/PBR/openpbrMaterial.js +3 -5
  179. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  180. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  181. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  182. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  183. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  184. package/Materials/Textures/cubeTexture.js +1 -1
  185. package/Materials/Textures/cubeTexture.js.map +1 -1
  186. package/Materials/Textures/htmlElementTexture.js +2 -2
  187. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  188. package/Materials/Textures/multiRenderTarget.js +1 -1
  189. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  190. package/Materials/Textures/renderTargetTexture.js +13 -2
  191. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  192. package/Materials/effect.js +2 -1
  193. package/Materials/effect.js.map +1 -1
  194. package/Materials/materialHelper.functions.js +1 -1
  195. package/Materials/materialHelper.functions.js.map +1 -1
  196. package/Materials/multiMaterial.js +1 -1
  197. package/Materials/multiMaterial.js.map +1 -1
  198. package/Materials/standardMaterial.js +1 -2
  199. package/Materials/standardMaterial.js.map +1 -1
  200. package/Materials/uniformBuffer.d.ts +0 -4
  201. package/Materials/uniformBuffer.js +0 -8
  202. package/Materials/uniformBuffer.js.map +1 -1
  203. package/Maths/index.d.ts +2 -0
  204. package/Maths/index.js +2 -0
  205. package/Maths/index.js.map +1 -1
  206. package/Maths/math.geospatial.d.ts +27 -0
  207. package/Maths/math.geospatial.functions.d.ts +33 -0
  208. package/Maths/math.geospatial.functions.js +60 -0
  209. package/Maths/math.geospatial.functions.js.map +1 -0
  210. package/Maths/math.geospatial.js +2 -0
  211. package/Maths/math.geospatial.js.map +1 -0
  212. package/Maths/math.path.js +1 -1
  213. package/Maths/math.path.js.map +1 -1
  214. package/Maths/math.scalar.functions.js +3 -3
  215. package/Maths/math.scalar.functions.js.map +1 -1
  216. package/Maths/math.vector.js +1 -1
  217. package/Maths/math.vector.js.map +1 -1
  218. package/Meshes/Builders/boxBuilder.js +1 -2
  219. package/Meshes/Builders/boxBuilder.js.map +1 -1
  220. package/Meshes/Builders/cylinderBuilder.js +2 -2
  221. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  222. package/Meshes/Builders/decalBuilder.js +1 -2
  223. package/Meshes/Builders/decalBuilder.js.map +1 -1
  224. package/Meshes/Builders/latheBuilder.js +2 -2
  225. package/Meshes/Builders/latheBuilder.js.map +1 -1
  226. package/Meshes/Builders/linesBuilder.js +11 -15
  227. package/Meshes/Builders/linesBuilder.js.map +1 -1
  228. package/Meshes/Builders/polygonBuilder.js +6 -6
  229. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  230. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  231. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  232. package/Meshes/Builders/ribbonBuilder.js +6 -6
  233. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  234. package/Meshes/Builders/shapeBuilder.js +2 -3
  235. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  236. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  237. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  238. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  239. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  240. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  241. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  242. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  243. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  244. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  245. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  246. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  247. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  248. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  249. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  250. package/Meshes/abstractMesh.d.ts +4 -0
  251. package/Meshes/abstractMesh.js +14 -10
  252. package/Meshes/abstractMesh.js.map +1 -1
  253. package/Meshes/csg.js +1 -1
  254. package/Meshes/csg.js.map +1 -1
  255. package/Meshes/csg2.js +1 -1
  256. package/Meshes/csg2.js.map +1 -1
  257. package/Meshes/geodesicMesh.js +11 -13
  258. package/Meshes/geodesicMesh.js.map +1 -1
  259. package/Meshes/geometry.js +2 -2
  260. package/Meshes/geometry.js.map +1 -1
  261. package/Meshes/groundMesh.js +7 -7
  262. package/Meshes/groundMesh.js.map +1 -1
  263. package/Meshes/mesh.d.ts +2 -0
  264. package/Meshes/mesh.js +22 -8
  265. package/Meshes/mesh.js.map +1 -1
  266. package/Meshes/mesh.vertexData.js +22 -22
  267. package/Meshes/mesh.vertexData.js.map +1 -1
  268. package/Meshes/meshSimplification.js +1 -1
  269. package/Meshes/meshSimplification.js.map +1 -1
  270. package/Meshes/polygonMesh.js +1 -1
  271. package/Meshes/polygonMesh.js.map +1 -1
  272. package/Meshes/trailMesh.js +1 -1
  273. package/Meshes/trailMesh.js.map +1 -1
  274. package/Misc/HighDynamicRange/hdr.js +4 -6
  275. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  276. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  277. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  278. package/Misc/basisWorker.js +1 -1
  279. package/Misc/basisWorker.js.map +1 -1
  280. package/Misc/environmentTextureTools.js +1 -1
  281. package/Misc/environmentTextureTools.js.map +1 -1
  282. package/Misc/meshExploder.js +1 -2
  283. package/Misc/meshExploder.js.map +1 -1
  284. package/Misc/tga.js +2 -2
  285. package/Misc/tga.js.map +1 -1
  286. package/Misc/timer.js +4 -2
  287. package/Misc/timer.js.map +1 -1
  288. package/Misc/tools.d.ts +7 -0
  289. package/Misc/tools.js +20 -6
  290. package/Misc/tools.js.map +1 -1
  291. package/Morph/morphTargetManager.js +1 -1
  292. package/Morph/morphTargetManager.js.map +1 -1
  293. package/Navigation/INavigationEngine.d.ts +2 -2
  294. package/Navigation/INavigationEngine.js.map +1 -1
  295. package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
  296. package/Navigation/Plugins/recastJSPlugin.js +14 -5
  297. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  298. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  299. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  300. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  301. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  302. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  303. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  304. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  305. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  306. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  307. package/Particles/computeShaderParticleSystem.js +2 -0
  308. package/Particles/computeShaderParticleSystem.js.map +1 -1
  309. package/Particles/gpuParticleSystem.d.ts +14 -0
  310. package/Particles/gpuParticleSystem.js +94 -12
  311. package/Particles/gpuParticleSystem.js.map +1 -1
  312. package/Particles/particleSystem.js +4 -1
  313. package/Particles/particleSystem.js.map +1 -1
  314. package/Particles/pointsCloudSystem.js +46 -47
  315. package/Particles/pointsCloudSystem.js.map +1 -1
  316. package/Particles/solidParticleSystem.js +5 -6
  317. package/Particles/solidParticleSystem.js.map +1 -1
  318. package/Particles/thinParticleSystem.js +3 -4
  319. package/Particles/thinParticleSystem.js.map +1 -1
  320. package/Particles/webgl2ParticleSystem.js +2 -1
  321. package/Particles/webgl2ParticleSystem.js.map +1 -1
  322. package/Physics/castingResult.d.ts +4 -1
  323. package/Physics/castingResult.js +1 -1
  324. package/Physics/castingResult.js.map +1 -1
  325. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  326. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  327. package/Physics/physicsHelper.d.ts +8 -8
  328. package/Physics/physicsHelper.js +7 -7
  329. package/Physics/physicsHelper.js.map +1 -1
  330. package/Physics/shapeCastResult.d.ts +4 -0
  331. package/Physics/shapeCastResult.js +7 -0
  332. package/Physics/shapeCastResult.js.map +1 -1
  333. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  334. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  335. package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
  336. package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
  337. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  338. package/Physics/v2/characterController.js +4 -8
  339. package/Physics/v2/characterController.js.map +1 -1
  340. package/Physics/v2/physicsBody.js.map +1 -1
  341. package/Physics/v2/physicsConstraint.d.ts +1 -1
  342. package/Physics/v2/physicsConstraint.js +1 -1
  343. package/Physics/v2/physicsConstraint.js.map +1 -1
  344. package/Physics/v2/physicsEngine.d.ts +0 -5
  345. package/Physics/v2/physicsEngine.js +0 -5
  346. package/Physics/v2/physicsEngine.js.map +1 -1
  347. package/Physics/v2/physicsEngineComponent.d.ts +1 -1
  348. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  349. package/Physics/v2/physicsMaterial.d.ts +6 -0
  350. package/Physics/v2/physicsMaterial.js +2 -2
  351. package/Physics/v2/physicsMaterial.js.map +1 -1
  352. package/Physics/v2/ragdoll.js +1 -2
  353. package/Physics/v2/ragdoll.js.map +1 -1
  354. package/PostProcesses/postProcess.js +3 -3
  355. package/PostProcesses/postProcess.js.map +1 -1
  356. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  357. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  358. package/Probes/reflectionProbe.js +0 -1
  359. package/Probes/reflectionProbe.js.map +1 -1
  360. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  361. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  362. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
  363. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  364. package/Rendering/depthRenderer.js +0 -11
  365. package/Rendering/depthRenderer.js.map +1 -1
  366. package/Rendering/depthRendererSceneComponent.js +1 -1
  367. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  368. package/Rendering/edgesRenderer.js +1 -0
  369. package/Rendering/edgesRenderer.js.map +1 -1
  370. package/Rendering/geometryBufferRenderer.js +0 -1
  371. package/Rendering/geometryBufferRenderer.js.map +1 -1
  372. package/Rendering/objectRenderer.js +15 -9
  373. package/Rendering/objectRenderer.js.map +1 -1
  374. package/Rendering/renderingGroup.d.ts +1 -1
  375. package/Rendering/renderingGroup.js +1 -1
  376. package/Rendering/renderingGroup.js.map +1 -1
  377. package/Rendering/renderingManager.d.ts +1 -1
  378. package/Rendering/renderingManager.js.map +1 -1
  379. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  380. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  381. package/Rendering/utilityLayerRenderer.js +1 -1
  382. package/Rendering/utilityLayerRenderer.js.map +1 -1
  383. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
  384. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  385. package/Shaders/gpuRenderParticles.vertex.js +4 -0
  386. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  387. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  388. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  389. package/Shaders/iblVoxelGrid.fragment.js +4 -1
  390. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  391. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
  392. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  393. package/ShadersWGSL/background.vertex.js +8 -8
  394. package/ShadersWGSL/background.vertex.js.map +1 -1
  395. package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
  396. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  397. package/ShadersWGSL/clearQuad.vertex.js +1 -1
  398. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  399. package/ShadersWGSL/color.vertex.js +1 -1
  400. package/ShadersWGSL/color.vertex.js.map +1 -1
  401. package/ShadersWGSL/depth.vertex.js +3 -3
  402. package/ShadersWGSL/depth.vertex.js.map +1 -1
  403. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
  404. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  405. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
  406. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  407. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
  408. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  409. package/ShadersWGSL/fxaa.vertex.js +1 -1
  410. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  411. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  412. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  413. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
  414. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  415. package/ShadersWGSL/geometry.vertex.js +4 -4
  416. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  417. package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
  418. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  419. package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
  420. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  421. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  422. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  423. package/ShadersWGSL/greasedLine.vertex.js +10 -4
  424. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  425. package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
  426. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  427. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +1 -1
  428. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  429. package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
  430. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  431. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
  432. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  433. package/ShadersWGSL/kernelBlur.vertex.js +2 -2
  434. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  435. package/ShadersWGSL/layer.vertex.js +1 -1
  436. package/ShadersWGSL/layer.vertex.js.map +1 -1
  437. package/ShadersWGSL/lensFlare.vertex.js +1 -1
  438. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  439. package/ShadersWGSL/line.vertex.js +2 -2
  440. package/ShadersWGSL/line.vertex.js.map +1 -1
  441. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +2 -2
  442. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
  443. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
  444. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  445. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +1 -1
  446. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  447. package/ShadersWGSL/particles.vertex.js +9 -9
  448. package/ShadersWGSL/particles.vertex.js.map +1 -1
  449. package/ShadersWGSL/picking.vertex.js +2 -2
  450. package/ShadersWGSL/picking.vertex.js.map +1 -1
  451. package/ShadersWGSL/procedural.vertex.js +1 -1
  452. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  453. package/ShadersWGSL/shadowMap.vertex.js +4 -4
  454. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  455. package/ShadersWGSL/sprites.vertex.js +3 -3
  456. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  457. package/Sprites/spriteManager.js +4 -4
  458. package/Sprites/spriteManager.js.map +1 -1
  459. package/XR/features/WebXRAnchorSystem.js +2 -2
  460. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  461. package/XR/features/WebXRControllerPhysics.js +0 -2
  462. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  463. package/XR/features/WebXRHandTracking.js +4 -7
  464. package/XR/features/WebXRHandTracking.js.map +1 -1
  465. package/XR/features/WebXRNearInteraction.js +1 -1
  466. package/XR/features/WebXRNearInteraction.js.map +1 -1
  467. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  468. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  469. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  470. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  471. package/XR/webXRFeaturesManager.js +1 -1
  472. package/XR/webXRFeaturesManager.js.map +1 -1
  473. package/assetContainer.js +1 -1
  474. package/assetContainer.js.map +1 -1
  475. package/package.json +1 -1
  476. package/scene.d.ts +16 -0
  477. package/scene.js +30 -1
  478. package/scene.js.map +1 -1
  479. package/sceneComponent.js +1 -1
  480. package/sceneComponent.js.map +1 -1
@@ -6,7 +6,7 @@ const shader = `attribute position: vec2f;uniform scale: vec2f;uniform offset: v
6
6
  @vertex
7
7
  fn main(input : VertexInputs)->FragmentInputs {
8
8
  #define CUSTOM_VERTEX_MAIN_BEGIN
9
- var shiftedPosition: vec2f=input.position*uniforms.scale+uniforms.offset;vertexOutputs.vUV=(uniforms.textureMatrix* vec4f(shiftedPosition*madd+madd,1.0,0.0)).xy;vertexOutputs.position= vec4f(shiftedPosition,0.0,1.0);
9
+ var shiftedPosition: vec2f=vertexInputs.position*uniforms.scale+uniforms.offset;vertexOutputs.vUV=(uniforms.textureMatrix* vec4f(shiftedPosition*madd+madd,1.0,0.0)).xy;vertexOutputs.position= vec4f(shiftedPosition,0.0,1.0);
10
10
  #define CUSTOM_VERTEX_MAIN_END
11
11
  }`;
12
12
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"layer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/layer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"layerVertexShader\";\nconst shader = `attribute position: vec2f;uniform scale: vec2f;uniform offset: vec2f;uniform textureMatrix: mat4x4f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar shiftedPosition: vec2f=input.position*uniforms.scale+uniforms.offset;vertexOutputs.vUV=(uniforms.textureMatrix* vec4f(shiftedPosition*madd+madd,1.0,0.0)).xy;vertexOutputs.position= vec4f(shiftedPosition,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const layerVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"layer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/layer.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"layerVertexShader\";\nconst shader = `attribute position: vec2f;uniform scale: vec2f;uniform offset: vec2f;uniform textureMatrix: mat4x4f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar shiftedPosition: vec2f=vertexInputs.position*uniforms.scale+uniforms.offset;vertexOutputs.vUV=(uniforms.textureMatrix* vec4f(shiftedPosition*madd+madd,1.0,0.0)).xy;vertexOutputs.position= vec4f(shiftedPosition,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const layerVertexShaderWGSL = { name, shader };\n"]}
@@ -6,7 +6,7 @@ const shader = `attribute position: vec2f;uniform viewportMatrix: mat4x4f;varyin
6
6
  @vertex
7
7
  fn main(input : VertexInputs)->FragmentInputs {
8
8
  #define CUSTOM_VERTEX_MAIN_BEGIN
9
- vertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position=uniforms.viewportMatrix* vec4f(input.position,0.0,1.0);
9
+ vertexOutputs.vUV=vertexInputs.position*madd+madd;vertexOutputs.position=uniforms.viewportMatrix* vec4f(vertexInputs.position,0.0,1.0);
10
10
  #define CUSTOM_VERTEX_MAIN_END
11
11
  }`;
12
12
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlare.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lensFlare.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlareVertexShader\";\nconst shader = `attribute position: vec2f;uniform viewportMatrix: mat4x4f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position=uniforms.viewportMatrix* vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lensFlareVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lensFlare.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lensFlare.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lensFlareVertexShader\";\nconst shader = `attribute position: vec2f;uniform viewportMatrix: mat4x4f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vUV=vertexInputs.position*madd+madd;vertexOutputs.position=uniforms.viewportMatrix* vec4f(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lensFlareVertexShaderWGSL = { name, shader };\n"]}
@@ -21,9 +21,9 @@ attribute position: vec3f;attribute normal: vec4f;uniform width: f32;uniform asp
21
21
  fn main(input : VertexInputs)->FragmentInputs {
22
22
  #define CUSTOM_VERTEX_MAIN_BEGIN
23
23
  #include<instancesVertex>
24
- var worldViewProjection: mat4x4f=scene.viewProjection*finalWorld;var viewPosition: vec4f=worldViewProjection* vec4f(input.position,1.0);var viewPositionNext: vec4f=worldViewProjection* vec4f(input.normal.xyz,1.0);var currentScreen: vec2f=viewPosition.xy/viewPosition.w;var nextScreen: vec2f=viewPositionNext.xy/viewPositionNext.w;currentScreen=vec2f(currentScreen.x*uniforms.aspectRatio,currentScreen.y);nextScreen=vec2f(nextScreen.x*uniforms.aspectRatio,nextScreen.y);var dir: vec2f=normalize(nextScreen-currentScreen);var normalDir: vec2f= vec2f(-dir.y,dir.x);normalDir*=uniforms.width/2.0;normalDir=vec2f(normalDir.x/uniforms.aspectRatio,normalDir.y);var offset: vec4f= vec4f(normalDir*input.normal.w,0.0,0.0);vertexOutputs.position=viewPosition+offset;
24
+ var worldViewProjection: mat4x4f=scene.viewProjection*finalWorld;var viewPosition: vec4f=worldViewProjection* vec4f(vertexInputs.position,1.0);var viewPositionNext: vec4f=worldViewProjection* vec4f(vertexInputs.normal.xyz,1.0);var currentScreen: vec2f=viewPosition.xy/viewPosition.w;var nextScreen: vec2f=viewPositionNext.xy/viewPositionNext.w;currentScreen=vec2f(currentScreen.x*uniforms.aspectRatio,currentScreen.y);nextScreen=vec2f(nextScreen.x*uniforms.aspectRatio,nextScreen.y);var dir: vec2f=normalize(nextScreen-currentScreen);var normalDir: vec2f= vec2f(-dir.y,dir.x);normalDir*=uniforms.width/2.0;normalDir=vec2f(normalDir.x/uniforms.aspectRatio,normalDir.y);var offset: vec4f= vec4f(normalDir*vertexInputs.normal.w,0.0,0.0);vertexOutputs.position=viewPosition+offset;
25
25
  #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
26
- var worldPos: vec4f=finalWorld*vec4f(input.position,1.0);
26
+ var worldPos: vec4f=finalWorld*vec4f(vertexInputs.position,1.0);
27
27
  #include<clipPlaneVertex>
28
28
  #endif
29
29
  #include<logDepthVertex>
@@ -1 +1 @@
1
- {"version":3,"file":"line.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/line.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,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\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"lineVertexShader\";\nconst shader = `#define ADDITIONAL_VERTEX_DECLARATION\n#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute position: vec3f;attribute normal: vec4f;uniform width: f32;uniform aspectRatio: f32;\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvar worldViewProjection: mat4x4f=scene.viewProjection*finalWorld;var viewPosition: vec4f=worldViewProjection* vec4f(input.position,1.0);var viewPositionNext: vec4f=worldViewProjection* vec4f(input.normal.xyz,1.0);var currentScreen: vec2f=viewPosition.xy/viewPosition.w;var nextScreen: vec2f=viewPositionNext.xy/viewPositionNext.w;currentScreen=vec2f(currentScreen.x*uniforms.aspectRatio,currentScreen.y);nextScreen=vec2f(nextScreen.x*uniforms.aspectRatio,nextScreen.y);var dir: vec2f=normalize(nextScreen-currentScreen);var normalDir: vec2f= vec2f(-dir.y,dir.x);normalDir*=uniforms.width/2.0;normalDir=vec2f(normalDir.x/uniforms.aspectRatio,normalDir.y);var offset: vec4f= vec4f(normalDir*input.normal.w,0.0,0.0);vertexOutputs.position=viewPosition+offset;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvar worldPos: vec4f=finalWorld*vec4f(input.position,1.0);\n#include<clipPlaneVertex>\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lineVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"line.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/line.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,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\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"lineVertexShader\";\nconst shader = `#define ADDITIONAL_VERTEX_DECLARATION\n#include<instancesDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute position: vec3f;attribute normal: vec4f;uniform width: f32;uniform aspectRatio: f32;\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvar worldViewProjection: mat4x4f=scene.viewProjection*finalWorld;var viewPosition: vec4f=worldViewProjection* vec4f(vertexInputs.position,1.0);var viewPositionNext: vec4f=worldViewProjection* vec4f(vertexInputs.normal.xyz,1.0);var currentScreen: vec2f=viewPosition.xy/viewPosition.w;var nextScreen: vec2f=viewPositionNext.xy/viewPositionNext.w;currentScreen=vec2f(currentScreen.x*uniforms.aspectRatio,currentScreen.y);nextScreen=vec2f(nextScreen.x*uniforms.aspectRatio,nextScreen.y);var dir: vec2f=normalize(nextScreen-currentScreen);var normalDir: vec2f= vec2f(-dir.y,dir.x);normalDir*=uniforms.width/2.0;normalDir=vec2f(normalDir.x/uniforms.aspectRatio,normalDir.y);var offset: vec4f= vec4f(normalDir*vertexInputs.normal.w,0.0,0.0);vertexOutputs.position=viewPosition+offset;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvar worldPos: vec4f=finalWorld*vec4f(vertexInputs.position,1.0);\n#include<clipPlaneVertex>\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lineVertexShaderWGSL = { name, shader };\n"]}
@@ -18,7 +18,7 @@ const shader = `attribute position: vec3f;attribute normal: vec3f;attribute uv:
18
18
  #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
19
19
  #include<instancesDeclaration>
20
20
  @vertex
21
- fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;var normalUpdated: vec3f=input.normal;
21
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;var normalUpdated: vec3f=vertexInputs.normal;
22
22
  #include<morphTargetsVertexGlobal>
23
23
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
24
24
  #include<instancesVertex>
@@ -33,7 +33,7 @@ normWorldSM=transposeMat3(inverseMat3(normWorldSM));
33
33
  #endif
34
34
  vNormalW=normalize(normWorldSM*normalUpdated);
35
35
  #endif
36
- var normalView: vec3f=normalize((uniforms.projMatrix* vec4f(vNormalW,0.0)).xyz);var decalTC: vec3f=(uniforms.projMatrix*worldPos).xyz;vertexOutputs.vDecalTC=decalTC.xy;vertexOutputs.position=vec4f(input.uv*2.0-1.0,select(decalTC.z,2.,normalView.z>0.0),1.0);}`;
36
+ var normalView: vec3f=normalize((uniforms.projMatrix* vec4f(vNormalW,0.0)).xyz);var decalTC: vec3f=(uniforms.projMatrix*worldPos).xyz;vertexOutputs.vDecalTC=decalTC.xy;vertexOutputs.position=vec4f(vertexInputs.uv*2.0-1.0,select(decalTC.z,2.,normalView.z>0.0),1.0);}`;
37
37
  // Sideeffect
38
38
  if (!ShaderStore.ShadersStoreWGSL[name]) {
39
39
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/meshUVSpaceRenderer.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,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;mQAsBoP,CAAC;AACpQ,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,mCAAmC,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/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"meshUVSpaceRendererVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;attribute uv: vec2f;uniform projMatrix: mat4x4f;varying vDecalTC: vec2f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;var normalUpdated: vec3f=input.normal;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);var normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);var vNormalW: vec3f;\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvNormalW=normalize(normWorldSM*normalUpdated);\n#endif\nvar normalView: vec3f=normalize((uniforms.projMatrix* vec4f(vNormalW,0.0)).xyz);var decalTC: vec3f=(uniforms.projMatrix*worldPos).xyz;vertexOutputs.vDecalTC=decalTC.xy;vertexOutputs.position=vec4f(input.uv*2.0-1.0,select(decalTC.z,2.,normalView.z>0.0),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRenderer.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/meshUVSpaceRenderer.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,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;0QAsB2P,CAAC;AAC3Q,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,mCAAmC,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/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"meshUVSpaceRendererVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;attribute uv: vec2f;uniform projMatrix: mat4x4f;varying vDecalTC: vec2f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;var normalUpdated: vec3f=vertexInputs.normal;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);var normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);var vNormalW: vec3f;\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvNormalW=normalize(normWorldSM*normalUpdated);\n#endif\nvar normalView: vec3f=normalize((uniforms.projMatrix* vec4f(vNormalW,0.0)).xyz);var decalTC: vec3f=(uniforms.projMatrix*worldPos).xyz;vertexOutputs.vDecalTC=decalTC.xy;vertexOutputs.position=vec4f(vertexInputs.uv*2.0-1.0,select(decalTC.z,2.,normalView.z>0.0),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererVertexShaderWGSL = { name, shader };\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "meshUVSpaceRendererFinaliserVertexShader";
4
4
  const shader = `attribute position: vec3f;attribute uv: vec2f;uniform worldViewProjection: mat4x4f;varying vUV: vec2f;@vertex
5
- fn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.worldViewProjection* vec4f(input.position,1.0);vertexOutputs.positionvUV=input.uv;}
5
+ fn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.worldViewProjection* vec4f(vertexInputs.position,1.0);vertexOutputs.positionvUV=vertexInputs.uv;}
6
6
  `;
7
7
  // Sideeffect
8
8
  if (!ShaderStore.ShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRendererFinaliser.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;;CAEd,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,4CAA4C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererFinaliserVertexShader\";\nconst shader = `attribute position: vec3f;attribute uv: vec2f;uniform worldViewProjection: mat4x4f;varying vUV: vec2f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.worldViewProjection* vec4f(input.position,1.0);vertexOutputs.positionvUV=input.uv;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererFinaliserVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRendererFinaliser.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;;CAEd,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,4CAA4C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererFinaliserVertexShader\";\nconst shader = `attribute position: vec3f;attribute uv: vec2f;uniform worldViewProjection: mat4x4f;varying vUV: vec2f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position=uniforms.worldViewProjection* vec4f(vertexInputs.position,1.0);vertexOutputs.positionvUV=vertexInputs.uv;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererFinaliserVertexShaderWGSL = { name, shader };\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "meshUVSpaceRendererMaskerVertexShader";
4
4
  const shader = `attribute uv: vec2f;varying vUV: vec2f;@vertex
5
- fn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position= vec4f( vec2f(input.uv.x,input.uv.y)*2.0-1.0,0.,1.0);vertexOutputs.vUV=input.uv;}`;
5
+ fn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position= vec4f( vec2f(vertexInputs.uv.x,vertexInputs.uv.y)*2.0-1.0,0.,1.0);vertexOutputs.vUV=vertexInputs.uv;}`;
6
6
  // Sideeffect
7
7
  if (!ShaderStore.ShadersStoreWGSL[name]) {
8
8
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"meshUVSpaceRendererMasker.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/meshUVSpaceRendererMasker.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;wJACyI,CAAC;AACzJ,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,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererMaskerVertexShader\";\nconst shader = `attribute uv: vec2f;varying vUV: vec2f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position= vec4f( vec2f(input.uv.x,input.uv.y)*2.0-1.0,0.,1.0);vertexOutputs.vUV=input.uv;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererMaskerVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"meshUVSpaceRendererMasker.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/meshUVSpaceRendererMasker.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;6KAC8J,CAAC;AAC9K,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,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"meshUVSpaceRendererMaskerVertexShader\";\nconst shader = `attribute uv: vec2f;varying vUV: vec2f;@vertex\nfn main(input : VertexInputs)->FragmentInputs {vertexOutputs.position= vec4f( vec2f(vertexInputs.uv.x,vertexInputs.uv.y)*2.0-1.0,0.,1.0);vertexOutputs.vUV=vertexInputs.uv;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshUVSpaceRendererMaskerVertexShaderWGSL = { name, shader };\n"]}
@@ -54,28 +54,28 @@ var rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatr
54
54
  @vertex
55
55
  fn main(input : VertexInputs)->FragmentInputs {
56
56
  #define CUSTOM_VERTEX_MAIN_BEGIN
57
- var cornerPos: vec2f;var vPositionW: vec3f;cornerPos=( vec2f(input.offset.x-0.5,input.offset.y -0.5)-uniforms.translationPivot)*input.size;
57
+ var cornerPos: vec2f;var vPositionW: vec3f;cornerPos=( vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y -0.5)-uniforms.translationPivot)*vertexInputs.size;
58
58
  #ifdef BILLBOARD
59
59
  var rotatedCorner: vec3f;
60
60
  #ifdef BILLBOARDY
61
- rotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=input.position-uniforms.eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;
61
+ rotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=vertexInputs.position-uniforms.eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;
62
62
  #elif defined(BILLBOARDSTRETCHED)
63
- rotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var toCamera: vec3f=input.position-uniforms.eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;
63
+ rotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var toCamera: vec3f=vertexInputs.position-uniforms.eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;
64
64
  #else
65
- rotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var viewPos: vec3f=(uniforms.view* vec4f(input.position,1.0)).xyz+rotatedCorner;vPositionW=(uniforms.invView* vec4f(viewPos,1)).xyz;
65
+ rotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var viewPos: vec3f=(uniforms.view* vec4f(vertexInputs.position,1.0)).xyz+rotatedCorner;vPositionW=(uniforms.invView* vec4f(viewPos,1)).xyz;
66
66
  #endif
67
67
  #ifdef RAMPGRADIENT
68
- vertexOutputs.remapRanges=input.remapData;
68
+ vertexOutputs.remapRanges=vertexInputs.remapData;
69
69
  #endif
70
70
  vertexOutputs.position=uniforms.projection* vec4f(viewPos,1.0);
71
71
  #else
72
- var rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=normalize(vertexInputs.direction);vPositionW=rotate(yaxis,rotatedCorner);vertexOutputs.position=uniforms.projection*uniforms.view* vec4f(vPositionW,1.0);
72
+ var rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=normalize(vertexInputs.direction);vPositionW=rotate(yaxis,rotatedCorner);vertexOutputs.position=uniforms.projection*uniforms.view* vec4f(vPositionW,1.0);
73
73
  #endif
74
- vertexOutputs.vColor=input.color;
74
+ vertexOutputs.vColor=vertexInputs.color;
75
75
  #ifdef ANIMATESHEET
76
- var rowOffset: f32=floor(input.cellIndex*uniforms.particlesInfos.z);var columnOffset: f32=input.cellIndex-rowOffset/uniforms.particlesInfos.z;var uvScale: vec2f=uniforms.particlesInfos.xy;var uvOffset: vec2f= vec2f(input.offset.x ,1.0-input.offset.y);vertexOutputs.vUV=(uvOffset+ vec2f(columnOffset,rowOffset))*uvScale;
76
+ var rowOffset: f32=floor(vertexInputs.cellIndex*uniforms.particlesInfos.z);var columnOffset: f32=vertexInputs.cellIndex-rowOffset/uniforms.particlesInfos.z;var uvScale: vec2f=uniforms.particlesInfos.xy;var uvOffset: vec2f= vec2f(vertexInputs.offset.x ,1.0-vertexInputs.offset.y);vertexOutputs.vUV=(uvOffset+ vec2f(columnOffset,rowOffset))*uvScale;
77
77
  #else
78
- vertexOutputs.vUV=input.offset;
78
+ vertexOutputs.vUV=vertexInputs.offset;
79
79
  #endif
80
80
  #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)
81
81
  var worldPos: vec4f= vec4f(vPositionW,1.0);
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgFb,CAAC;AACH,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute position: vec3f;attribute color: vec4f;attribute angle: f32;attribute size: vec2f;\n#ifdef ANIMATESHEET\nattribute cellIndex: f32;\n#endif\n#ifndef BILLBOARD\nattribute direction: vec3f;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute direction: vec3f;\n#endif\n#ifdef RAMPGRADIENT\nattribute remapData: vec4f;\n#endif\nattribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform translationPivot: vec2f;\n#ifdef ANIMATESHEET\nuniform particlesInfos: vec3f; \n#endif\nvarying vUV: vec2f;varying vColor: vec4f;\n#ifdef POSITIONW_AS_VARYING\nvarying vPositionW: vec3f;\n#endif\n#ifdef RAMPGRADIENT\nvarying remapRanges: vec4f;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform invView: mat4x4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform eyePosition: vec3f;\n#endif\nfn rotate(yaxis: vec3f,rotatedCorner: vec3f)->vec3f {var xaxis: vec3f=normalize(cross( vec3f(0.,1.0,0.),yaxis));var zaxis: vec3f=normalize(cross(yaxis,xaxis));var row0: vec3f= vec3f(xaxis.x,xaxis.y,xaxis.z);var row1: vec3f= vec3f(yaxis.x,yaxis.y,yaxis.z);var row2: vec3f= vec3f(zaxis.x,zaxis.y,zaxis.z);var rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatrix*rotatedCorner;return vertexInputs.position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nfn rotateAlign(toCamera: vec3f,rotatedCorner: vec3f)->vec3f {var normalizedToCamera: vec3f=normalize(toCamera);var normalizedCrossDirToCamera: vec3f=normalize(cross(normalize(vertexInputs.direction),normalizedToCamera));var row0: vec3f= vec3f(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);var row2: vec3f= vec3f(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvar row1: vec3f=normalize(vertexInputs.direction);\n#else\nvar crossProduct: vec3f=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));var row1: vec3f= vec3f(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nvar rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatrix*rotatedCorner;return vertexInputs.position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar cornerPos: vec2f;var vPositionW: vec3f;cornerPos=( vec2f(input.offset.x-0.5,input.offset.y -0.5)-uniforms.translationPivot)*input.size;\n#ifdef BILLBOARD\nvar rotatedCorner: vec3f;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=input.position-uniforms.eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var toCamera: vec3f=input.position-uniforms.eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var viewPos: vec3f=(uniforms.view* vec4f(input.position,1.0)).xyz+rotatedCorner;vPositionW=(uniforms.invView* vec4f(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nvertexOutputs.remapRanges=input.remapData;\n#endif\nvertexOutputs.position=uniforms.projection* vec4f(viewPos,1.0);\n#else\nvar rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(input.angle)-cornerPos.y*sin(input.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(input.angle)+cornerPos.y*cos(input.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=normalize(vertexInputs.direction);vPositionW=rotate(yaxis,rotatedCorner);vertexOutputs.position=uniforms.projection*uniforms.view* vec4f(vPositionW,1.0);\n#endif\nvertexOutputs.vColor=input.color;\n#ifdef ANIMATESHEET\nvar rowOffset: f32=floor(input.cellIndex*uniforms.particlesInfos.z);var columnOffset: f32=input.cellIndex-rowOffset/uniforms.particlesInfos.z;var uvScale: vec2f=uniforms.particlesInfos.xy;var uvOffset: vec2f= vec2f(input.offset.x ,1.0-input.offset.y);vertexOutputs.vUV=(uvOffset+ vec2f(columnOffset,rowOffset))*uvScale;\n#else\nvertexOutputs.vUV=input.offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvar worldPos: vec4f= vec4f(vPositionW,1.0);\n#endif\n#ifdef POSITIONW_AS_VARYING\nvertexOutputs.vPositionW=vPositionW;\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const particlesVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgFb,CAAC;AACH,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute position: vec3f;attribute color: vec4f;attribute angle: f32;attribute size: vec2f;\n#ifdef ANIMATESHEET\nattribute cellIndex: f32;\n#endif\n#ifndef BILLBOARD\nattribute direction: vec3f;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute direction: vec3f;\n#endif\n#ifdef RAMPGRADIENT\nattribute remapData: vec4f;\n#endif\nattribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform translationPivot: vec2f;\n#ifdef ANIMATESHEET\nuniform particlesInfos: vec3f; \n#endif\nvarying vUV: vec2f;varying vColor: vec4f;\n#ifdef POSITIONW_AS_VARYING\nvarying vPositionW: vec3f;\n#endif\n#ifdef RAMPGRADIENT\nvarying remapRanges: vec4f;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform invView: mat4x4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform eyePosition: vec3f;\n#endif\nfn rotate(yaxis: vec3f,rotatedCorner: vec3f)->vec3f {var xaxis: vec3f=normalize(cross( vec3f(0.,1.0,0.),yaxis));var zaxis: vec3f=normalize(cross(yaxis,xaxis));var row0: vec3f= vec3f(xaxis.x,xaxis.y,xaxis.z);var row1: vec3f= vec3f(yaxis.x,yaxis.y,yaxis.z);var row2: vec3f= vec3f(zaxis.x,zaxis.y,zaxis.z);var rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatrix*rotatedCorner;return vertexInputs.position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nfn rotateAlign(toCamera: vec3f,rotatedCorner: vec3f)->vec3f {var normalizedToCamera: vec3f=normalize(toCamera);var normalizedCrossDirToCamera: vec3f=normalize(cross(normalize(vertexInputs.direction),normalizedToCamera));var row0: vec3f= vec3f(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);var row2: vec3f= vec3f(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvar row1: vec3f=normalize(vertexInputs.direction);\n#else\nvar crossProduct: vec3f=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));var row1: vec3f= vec3f(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nvar rotMatrix: mat3x3f= mat3x3f(row0,row1,row2);var alignedCorner: vec3f=rotMatrix*rotatedCorner;return vertexInputs.position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar cornerPos: vec2f;var vPositionW: vec3f;cornerPos=( vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y -0.5)-uniforms.translationPivot)*vertexInputs.size;\n#ifdef BILLBOARD\nvar rotatedCorner: vec3f;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=vertexInputs.position-uniforms.eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var toCamera: vec3f=vertexInputs.position-uniforms.eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);var viewPos: vec3f=(uniforms.view* vec4f(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.y=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.z=0.;var viewPos: vec3f=(uniforms.view* vec4f(vertexInputs.position,1.0)).xyz+rotatedCorner;vPositionW=(uniforms.invView* vec4f(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nvertexOutputs.remapRanges=vertexInputs.remapData;\n#endif\nvertexOutputs.position=uniforms.projection* vec4f(viewPos,1.0);\n#else\nvar rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(vertexInputs.angle)-cornerPos.y*sin(vertexInputs.angle)+uniforms.translationPivot.x;rotatedCorner.z=cornerPos.x*sin(vertexInputs.angle)+cornerPos.y*cos(vertexInputs.angle)+uniforms.translationPivot.y;rotatedCorner.y=0.;var yaxis: vec3f=normalize(vertexInputs.direction);vPositionW=rotate(yaxis,rotatedCorner);vertexOutputs.position=uniforms.projection*uniforms.view* vec4f(vPositionW,1.0);\n#endif\nvertexOutputs.vColor=vertexInputs.color;\n#ifdef ANIMATESHEET\nvar rowOffset: f32=floor(vertexInputs.cellIndex*uniforms.particlesInfos.z);var columnOffset: f32=vertexInputs.cellIndex-rowOffset/uniforms.particlesInfos.z;var uvScale: vec2f=uniforms.particlesInfos.xy;var uvOffset: vec2f= vec2f(vertexInputs.offset.x ,1.0-vertexInputs.offset.y);vertexOutputs.vUV=(uvOffset+ vec2f(columnOffset,rowOffset))*uvScale;\n#else\nvertexOutputs.vUV=vertexInputs.offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvar worldPos: vec4f= vec4f(vPositionW,1.0);\n#endif\n#ifdef POSITIONW_AS_VARYING\nvertexOutputs.vPositionW=vPositionW;\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const particlesVertexShaderWGSL = { name, shader };\n"]}
@@ -25,7 +25,7 @@ uniform viewProjection: mat4x4f;
25
25
  flat varying vMeshID: f32;
26
26
  #endif
27
27
  @vertex
28
- fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
28
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
29
29
  #include<morphTargetsVertexGlobal>
30
30
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
31
31
  #include<instancesVertex>
@@ -33,7 +33,7 @@ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.
33
33
  #include<bakedVertexAnimation>
34
34
  var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;
35
35
  #if defined(INSTANCES)
36
- vertexOutputs.vMeshID=input.instanceMeshID;
36
+ vertexOutputs.vMeshID=vertexInputs.instanceMeshID;
37
37
  #endif
38
38
  }
39
39
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.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,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nflat varying vMeshID: f32;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=input.instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.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,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nflat varying vMeshID: f32;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=vertexInputs.instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
@@ -6,7 +6,7 @@ const shader = `attribute position: vec2f;varying vPosition: vec2f;varying vUV:
6
6
  @vertex
7
7
  fn main(input : VertexInputs)->FragmentInputs {
8
8
  #define CUSTOM_VERTEX_MAIN_BEGIN
9
- vertexOutputs.vPosition=input.position;vertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.position,0.0,1.0);
9
+ vertexOutputs.vPosition=vertexInputs.position;vertexOutputs.vUV=vertexInputs.position*madd+madd;vertexOutputs.position= vec4f(vertexInputs.position,0.0,1.0);
10
10
  #define CUSTOM_VERTEX_MAIN_END
11
11
  }`;
12
12
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"proceduralVertexShader\";\nconst shader = `attribute position: vec2f;varying vPosition: vec2f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vPosition=input.position;vertexOutputs.vUV=input.position*madd+madd;vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const proceduralVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"procedural.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/procedural.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;EAOb,CAAC;AACH,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"proceduralVertexShader\";\nconst shader = `attribute position: vec2f;varying vPosition: vec2f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.vPosition=vertexInputs.position;vertexOutputs.vUV=vertexInputs.position*madd+madd;vertexOutputs.position= vec4f(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const proceduralVertexShaderWGSL = { name, shader };\n"]}
@@ -45,15 +45,15 @@ attribute uv2: vec2f;
45
45
  #include<clipPlaneVertexDeclaration>
46
46
  #define CUSTOM_VERTEX_DEFINITIONS
47
47
  @vertex
48
- fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
48
+ fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
49
49
  #ifdef UV1
50
- var uvUpdated: vec2f=input.uv;
50
+ var uvUpdated: vec2f=vertexInputs.uv;
51
51
  #endif
52
52
  #ifdef UV2
53
- var uv2Updated: vec2f=input.uv2;
53
+ var uv2Updated: vec2f=vertexInputs.uv2;
54
54
  #endif
55
55
  #ifdef NORMAL
56
- var normalUpdated: vec3f=input.normal;
56
+ var normalUpdated: vec3f=vertexInputs.normal;
57
57
  #endif
58
58
  #include<morphTargetsVertexGlobal>
59
59
  #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/shadowMap.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,kCAAkC,CAAC;AAC1C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,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,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkEb,CAAC;AACH,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,yBAAyB,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/helperFunctions\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;\n#endif\n#include<helperFunctions>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#ifdef ALPHATEXTURE\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=input.uv2;\n#endif\n#ifdef NORMAL\nvar normalUpdated: vec3f=input.normal;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvar vNormalW: vec3f=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvar vNormalW: vec3f=normalize(normWorldSM*normalUpdated);\n#endif\n#endif\n#include<shadowMapVertexNormalBias>\nvertexOutputs.position=scene.viewProjection*worldPos;\n#include<shadowMapVertexMetric>\n#ifdef ALPHATEXTURE\n#ifdef UV1\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowMapVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/shadowMap.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,kCAAkC,CAAC;AAC1C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,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,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkEb,CAAC;AACH,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,yBAAyB,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/helperFunctions\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;\n#endif\n#include<helperFunctions>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#ifdef ALPHATEXTURE\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normWorldSM: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvar vNormalW: vec3f=normalUpdated/ vec3f(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvar vNormalW: vec3f=normalize(normWorldSM*normalUpdated);\n#endif\n#endif\n#include<shadowMapVertexNormalBias>\nvertexOutputs.position=scene.viewProjection*worldPos;\n#include<shadowMapVertexMetric>\n#ifdef ALPHATEXTURE\n#ifdef UV1\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowMapVertexShaderWGSL = { name, shader };\n"]}
@@ -11,9 +11,9 @@ const shader = `attribute position: vec4f;attribute options: vec2f;attribute off
11
11
  @vertex
12
12
  fn main(input : VertexInputs)->FragmentInputs {
13
13
  #define CUSTOM_VERTEX_MAIN_BEGIN
14
- var viewPos: vec3f=(uniforms.view* vec4f(input.position.xyz,1.0)).xyz;
15
- var cornerPos: vec2f;var angle: f32=input.position.w;var size: vec2f= vec2f(input.options.x,input.options.y);var offset: vec2f=input.offsets.xy;cornerPos= vec2f(offset.x-0.5,offset.y -0.5)*size;var rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);
16
- vertexOutputs.vColor=input.color;var uvOffset: vec2f= vec2f(abs(offset.x-input.inverts.x),abs(1.0-offset.y-input.inverts.y));var uvPlace: vec2f=input.cellInfo.xy;var uvSize: vec2f=input.cellInfo.zw;vertexOutputs.vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vertexOutputs.vUV.y=uvPlace.y+uvSize.y*uvOffset.y;
14
+ var viewPos: vec3f=(uniforms.view* vec4f(vertexInputs.position.xyz,1.0)).xyz;
15
+ var cornerPos: vec2f;var angle: f32=vertexInputs.position.w;var size: vec2f= vec2f(vertexInputs.options.x,vertexInputs.options.y);var offset: vec2f=vertexInputs.offsets.xy;cornerPos= vec2f(offset.x-0.5,offset.y -0.5)*size;var rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);
16
+ vertexOutputs.vColor=vertexInputs.color;var uvOffset: vec2f= vec2f(abs(offset.x-vertexInputs.inverts.x),abs(1.0-offset.y-vertexInputs.inverts.y));var uvPlace: vec2f=vertexInputs.cellInfo.xy;var uvSize: vec2f=vertexInputs.cellInfo.zw;vertexOutputs.vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vertexOutputs.vUV.y=uvPlace.y+uvSize.y*uvOffset.y;
17
17
  #ifdef FOG
18
18
  vertexOutputs.vFogDistance=viewPos;
19
19
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"sprites.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/sprites.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,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/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"spritesVertexShader\";\nconst shader = `attribute position: vec4f;attribute options: vec2f;attribute offsets: vec2f;attribute inverts: vec2f;attribute cellInfo: vec4f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;varying vUV: vec2f;varying vColor: vec4f;\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar viewPos: vec3f=(uniforms.view* vec4f(input.position.xyz,1.0)).xyz; \nvar cornerPos: vec2f;var angle: f32=input.position.w;var size: vec2f= vec2f(input.options.x,input.options.y);var offset: vec2f=input.offsets.xy;cornerPos= vec2f(offset.x-0.5,offset.y -0.5)*size;var rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0); \nvertexOutputs.vColor=input.color;var uvOffset: vec2f= vec2f(abs(offset.x-input.inverts.x),abs(1.0-offset.y-input.inverts.y));var uvPlace: vec2f=input.cellInfo.xy;var uvSize: vec2f=input.cellInfo.zw;vertexOutputs.vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vertexOutputs.vUV.y=uvPlace.y+uvSize.y*uvOffset.y;\n#ifdef FOG\nvertexOutputs.vFogDistance=viewPos;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const spritesVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"sprites.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/sprites.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,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/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"spritesVertexShader\";\nconst shader = `attribute position: vec4f;attribute options: vec2f;attribute offsets: vec2f;attribute inverts: vec2f;attribute cellInfo: vec4f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;varying vUV: vec2f;varying vColor: vec4f;\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar viewPos: vec3f=(uniforms.view* vec4f(vertexInputs.position.xyz,1.0)).xyz; \nvar cornerPos: vec2f;var angle: f32=vertexInputs.position.w;var size: vec2f= vec2f(vertexInputs.options.x,vertexInputs.options.y);var offset: vec2f=vertexInputs.offsets.xy;cornerPos= vec2f(offset.x-0.5,offset.y -0.5)*size;var rotatedCorner: vec3f;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0); \nvertexOutputs.vColor=vertexInputs.color;var uvOffset: vec2f= vec2f(abs(offset.x-vertexInputs.inverts.x),abs(1.0-offset.y-vertexInputs.inverts.y));var uvPlace: vec2f=vertexInputs.cellInfo.xy;var uvSize: vec2f=vertexInputs.cellInfo.zw;vertexOutputs.vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vertexOutputs.vUV.y=uvPlace.y+uvSize.y*uvOffset.y;\n#ifdef FOG\nvertexOutputs.vFogDistance=viewPos;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const spritesVertexShaderWGSL = { name, shader };\n"]}
@@ -252,7 +252,7 @@ export class SpriteManager {
252
252
  catch (e) {
253
253
  this._fromPacked = false;
254
254
  this._packedAndReady = false;
255
- throw new Error("Invalid JSON from string. Spritesheet managed with constant cell size.");
255
+ throw new Error("Invalid JSON from string. Spritesheet managed with constant cell size.", { cause: e });
256
256
  }
257
257
  }
258
258
  else {
@@ -279,7 +279,7 @@ export class SpriteManager {
279
279
  catch (e) {
280
280
  this._fromPacked = false;
281
281
  this._packedAndReady = false;
282
- throw new Error("Invalid JSON format. Please check documentation for format specifications.");
282
+ throw new Error("Invalid JSON format. Please check documentation for format specifications.", { cause: e });
283
283
  }
284
284
  };
285
285
  Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);
@@ -324,8 +324,8 @@ export class SpriteManager {
324
324
  const pickedPoint = TmpVectors.Vector3[0];
325
325
  const cameraSpacePosition = TmpVectors.Vector3[1];
326
326
  const cameraView = camera.getViewMatrix();
327
- let activeRay = ray;
328
- let pickedRay = ray;
327
+ let activeRay;
328
+ let pickedRay;
329
329
  for (let index = 0; index < count; index++) {
330
330
  const sprite = this.sprites[index];
331
331
  if (!sprite) {