@onerjs/core 8.50.1 → 8.50.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +49 -1118
- package/Layers/thinSelectionOutlineLayer.js +25 -1
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +13 -2
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -0
- package/Materials/Textures/baseTexture.js +1 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +37 -3
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +107 -20
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +7 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +18 -2
- package/Particles/baseParticleSystem.js +53 -11
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +16 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +14 -72
- package/Particles/gpuParticleSystem.js +130 -106
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +0 -80
- package/Particles/particleSystem.functions.d.ts +16 -0
- package/Particles/particleSystem.functions.js +18 -0
- package/Particles/particleSystem.functions.js.map +1 -1
- package/Particles/particleSystem.js +0 -114
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +12 -0
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +2 -0
- package/Rendering/objectRenderer.js +10 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +25 -4
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +3 -0
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +13 -0
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +37 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +19 -0
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/package.json +1 -1
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@@ -15,6 +15,10 @@ sh1: vec4<u32>,
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#if SH_DEGREE>2
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sh2: vec4<u32>,
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#endif
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#if SH_DEGREE>3
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sh3: vec4<u32>,
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sh4: vec4<u32>,
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#endif
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#if IS_COMPOUND
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partIndex: u32,
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#endif
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@@ -62,11 +66,14 @@ splat.sh1=textureLoad(shTexture1,splatUVi32,0);
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#if SH_DEGREE>2
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splat.sh2=textureLoad(shTexture2,splatUVi32,0);
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#endif
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#if SH_DEGREE>3
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splat.sh3=textureLoad(shTexture3,splatUVi32,0);splat.sh4=textureLoad(shTexture4,splatUVi32,0);
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#endif
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#if IS_COMPOUND
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splat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);
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#endif
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return splat;}
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-
fn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,
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fn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>)->vec3f
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{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(
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1.092548430,
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-1.09254843,
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@@ -81,18 +88,28 @@ fn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,16>)->vec3f
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-0.45704579,
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1.445305721,
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-0.59004358
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);var SH_C4: array<f32,9>=array<f32,9>(
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2.5033429418,
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-1.7701307698,
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0.9461746958,
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-0.6690465436,
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0.1057855469,
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-0.6690465436,
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0.4730873479,
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-1.7701307698,
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0.6258357354
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);var result: vec3f=/*SH_C0**/sh[0];
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#if SH_DEGREE>0
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let x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];
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#if SH_DEGREE>1
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-
let xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=
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let xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result +=
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SH_C2[0]*xy*sh[4] +
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SH_C2[1]*yz*sh[5] +
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SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
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SH_C2[3]*xz*sh[7] +
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SH_C2[4]*(xx-yy)*sh[8];
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#if SH_DEGREE>2
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-
result+=
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result +=
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SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
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SH_C3[1]*xy*z*sh[10] +
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SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
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@@ -100,6 +117,18 @@ SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
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SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
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SH_C3[5]*z*(xx-yy)*sh[14] +
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SH_C3[6]*x*(xx-3.0f*yy)*sh[15];
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#if SH_DEGREE>3
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result +=
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SH_C4[0]*x*y*(xx-yy)*sh[16] +
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SH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +
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SH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +
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SH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +
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SH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +
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SH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +
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SH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +
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SH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +
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SH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24];
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#endif
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#endif
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#endif
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#endif
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@@ -111,7 +140,7 @@ f32((value>>u32( 8)) & 255u),
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f32((value>>u32(16)) & 255u),
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f32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}
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fn computeSH(splat: Splat,dir: vec3f)->vec3f
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{var sh: array<vec3<f32>,
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{var sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);
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#if SH_DEGREE>0
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let sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);
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#endif
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@@ -119,7 +148,10 @@ let sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);le
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let sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);
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#endif
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#if SH_DEGREE>2
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let sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);
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let sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);
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#endif
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#if SH_DEGREE>3
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let sh12: vec4f=decompose(splat.sh3.x);let sh13: vec4f=decompose(splat.sh3.y);let sh14: vec4f=decompose(splat.sh3.z);let sh15: vec4f=decompose(splat.sh3.w);let sh16: vec4f=decompose(splat.sh4.x);let sh17: vec4f=decompose(splat.sh4.y);sh[16]=vec3f(sh11.y,sh11.z,sh11.w);sh[17]=vec3f(sh12.x,sh12.y,sh12.z);sh[18]=vec3f(sh12.w,sh13.x,sh13.y);sh[19]=vec3f(sh13.z,sh13.w,sh14.x);sh[20]=vec3f(sh14.y,sh14.z,sh14.w);sh[21]=vec3f(sh15.x,sh15.y,sh15.z);sh[22]=vec3f(sh15.w,sh16.x,sh16.y);sh[23]=vec3f(sh16.z,sh16.w,sh17.x);sh[24]=vec3f(sh17.y,sh17.z,sh17.w);
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#endif
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return computeColorFromSHDegree(dir,sh);}
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fn gaussianSplatting(
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{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,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 = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\ncolor: vec4f,\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n#if SH_DEGREE>3\nsh3: vec4<u32>,\nsh4: vec4<u32>,\n#endif\n#if IS_COMPOUND\npartIndex: u32,\n#endif\n};fn getSplatIndex(localIndex: i32,splatIndex0: vec4f,splatIndex1: vec4f,splatIndex2: vec4f,splatIndex3: vec4f)->f32 {var splatIndex: f32;switch (localIndex)\n{case 0:\n{splatIndex=splatIndex0.x;break;}\ncase 1:\n{splatIndex=splatIndex0.y;break;}\ncase 2:\n{splatIndex=splatIndex0.z;break;}\ncase 3:\n{splatIndex=splatIndex0.w;break;}\ncase 4:\n{splatIndex=splatIndex1.x;break;}\ncase 5:\n{splatIndex=splatIndex1.y;break;}\ncase 6:\n{splatIndex=splatIndex1.z;break;}\ncase 7:\n{splatIndex=splatIndex1.w;break;}\ncase 8:\n{splatIndex=splatIndex2.x;break;}\ncase 9:\n{splatIndex=splatIndex2.y;break;}\ncase 10:\n{splatIndex=splatIndex2.z;break;}\ncase 11:\n{splatIndex=splatIndex2.w;break;}\ncase 12:\n{splatIndex=splatIndex3.x;break;}\ncase 13:\n{splatIndex=splatIndex3.y;break;}\ncase 14:\n{splatIndex=splatIndex3.z;break;}\ndefault:\n{splatIndex=splatIndex3.w;break;}}\nreturn splatIndex;}\nfn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));splat.center=textureLoad(centersTexture,splatUVi32,0);splat.color=textureLoad(colorsTexture,splatUVi32,0);splat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#if SH_DEGREE>0\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\n#if SH_DEGREE>3\nsplat.sh3=textureLoad(shTexture3,splatUVi32,0);splat.sh4=textureLoad(shTexture4,splatUVi32,0);\n#endif\n#if IS_COMPOUND\nsplat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);\n#endif\nreturn splat;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var SH_C4: array<f32,9>=array<f32,9>(\n2.5033429418,\n-1.7701307698,\n0.9461746958,\n-0.6690465436,\n0.1057855469,\n-0.6690465436,\n0.4730873479,\n-1.7701307698,\n0.6258357354\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result +=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult +=\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15];\n#if SH_DEGREE>3\nresult +=\nSH_C4[0]*x*y*(xx-yy)*sh[16] +\nSH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +\nSH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +\nSH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +\nSH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +\nSH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +\nSH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +\nSH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +\nSH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24];\n#endif\n#endif\n#endif\n#endif\nreturn result;}\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{var sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);\n#endif\n#if SH_DEGREE>3\nlet sh12: vec4f=decompose(splat.sh3.x);let sh13: vec4f=decompose(splat.sh3.y);let sh14: vec4f=decompose(splat.sh3.z);let sh15: vec4f=decompose(splat.sh3.w);let sh16: vec4f=decompose(splat.sh4.x);let sh17: vec4f=decompose(splat.sh4.y);sh[16]=vec3f(sh11.y,sh11.z,sh11.w);sh[17]=vec3f(sh12.x,sh12.y,sh12.z);sh[18]=vec3f(sh12.w,sh13.x,sh13.y);sh[19]=vec3f(sh13.z,sh13.w,sh14.x);sh[20]=vec3f(sh14.y,sh14.z,sh14.w);sh[21]=vec3f(sh15.x,sh15.y,sh15.z);sh[22]=vec3f(sh15.w,sh16.x,sh16.y);sh[23]=vec3f(sh16.z,sh16.w,sh17.x);sh[24]=vec3f(sh17.y,sh17.z,sh17.w);\n#endif\nreturn computeColorFromSHDegree(dir,sh);}\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet Vrk=mat3x3<f32>(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(\nfocal.x,0.0,0.0,\n0.0,focal.y,0.0,\n0.0,0.0,0.0\n);} else {J=mat3x3<f32>(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0\n);}\nlet T=transpose(mat3x3<f32>(\nmodelView[0].xyz,\nmodelView[1].xyz,\nmodelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}\n#if IS_COMPOUND\nfn getPartWorld(partIndex: u32)->mat4x4<f32> {return uniforms.partWorld[partIndex];}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\n#if SH_DEGREE>3\nvar shTexture3: texture_2d<u32>;var shTexture4: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#define CUSTOM_VERTEX_DEFINITIONS\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nlet splatIndex: f32=getSplatIndex(i32(vertexInputs.position.z+0.5),vertexInputs.splatIndex0,vertexInputs.splatIndex1,vertexInputs.splatIndex2,vertexInputs.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=vertexInputs.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\n#if IS_COMPOUND\nvertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];\n#endif\nlet scale: vec2f=vec2f(1.,1.);\n#define CUSTOM_VERTEX_UPDATE\nvertexOutputs.position=gaussianSplatting(vertexInputs.position.xy,worldPos.xyz,scale,covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
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fn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}
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fn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}
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if (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }
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let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);var triIdx : i32=i32(floor(randoms2.x*f32(params.meshTriangleCount)));triIdx=min(triIdx,params.meshTriangleCount-1);let baseTexel : i32=triIdx*3;let t0 : i32=baseTexel;let t1 : i32=baseTexel+1;let t2 : i32=baseTexel+2;let v0 : vec3<f32>=textureLoad(meshPositionTexture,vec2<i32>(t0 % params.meshTextureWidth,t0/params.meshTextureWidth),0).xyz;let v1 : vec3<f32>=textureLoad(meshPositionTexture,vec2<i32>(t1 % params.meshTextureWidth,t1/params.meshTextureWidth),0).xyz;let v2 : vec3<f32>=textureLoad(meshPositionTexture,vec2<i32>(t2 % params.meshTextureWidth,t2/params.meshTextureWidth),0).xyz;let bu : f32=randoms2.y;let bv : f32=randoms2.z*(1.0-bu);let bw : f32=1.0-bu-bv;newPosition=bu*v0+bv*v1+bw*v2;
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let n0 : vec3<f32>=textureLoad(meshNormalTexture,vec2<i32>(t0 % params.meshTextureWidth,t0/params.meshTextureWidth),0).xyz;let n1 : vec3<f32>=textureLoad(meshNormalTexture,vec2<i32>(t1 % params.meshTextureWidth,t1/params.meshTextureWidth),0).xyz;let n2 : vec3<f32>=textureLoad(meshNormalTexture,vec2<i32>(t2 % params.meshTextureWidth,t2/params.meshTextureWidth),0).xyz;newDirection=normalize(bu*n0+bv*n1+bw*n2);
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newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;
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newPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;
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{"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoUd,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,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\nemitIndex : f32,\nemitCount : f32,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifdef FLOWMAP\nflowMapProjection : mat4x4<f32>,\nflowMapStrength : f32,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef ATTRACTORS\nattractorCount : i32,\nattractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,\n#endif\n#ifdef STARTSIZEGRADIENTS\nstartSizeGradientFactor : f32,\n#endif\n#ifdef LIFETIMEGRADIENTS\nlifeTimeGradientRange : vec2<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\n#ifdef FLOWMAP\n@binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;\n#ifdef EMITRATECTRL\nvar offsetFromEmitIndex : f32=vertexID-params.emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=params.currentCount; }\nlet shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor != 0.;\n#else\nlet shouldEmit : bool=newAge>=life && params.stopFactor != 0.;\n#endif\nif (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\n#ifdef LIFETIMEGRADIENTS\nparticlesOut.particles[index].life=params.lifeTimeGradientRange.x+(params.lifeTimeGradientRange.y-params.lifeTimeGradientRange.x)*randoms.r;\n#else\nparticlesOut.particles[index].life=outLife;\n#endif\n#ifdef EMITRATECTRL\nparticlesOut.particles[index].age=0.0;\n#else\nparticlesOut.particles[index].age=newAge-life;\n#endif\nparticlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).rg;sizex=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\n#ifdef STARTSIZEGRADIENTS\nsizex*=params.startSizeGradientFactor;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\nlet velocityGradientRange=textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w);\n#endif\n#ifdef DRAGGRADIENTS\nlet dragGradientRange=textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x));\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;particlesOut.particles[index].size=vec3<f32>(\nsizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef FLOWMAP\nvar clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocityRange=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let limitVelocity : f32=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (var i : i32=0; i<params.attractorCount; i=i+1) {let toAttractor : vec3<f32>=params.attractorPositionAndStrength[i].xyz-position;let distSq : f32=dot(toAttractor,toAttractor)+1.0;updatedDirection=updatedDirection+(params.attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeedRange=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let angularSpeed : f32=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
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{"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuVd,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,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\nemitIndex : f32,\nemitCount : f32,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifdef FLOWMAP\nflowMapProjection : mat4x4<f32>,\nflowMapStrength : f32,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef ATTRACTORS\nattractorCount : i32,\nattractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,\n#endif\n#ifdef STARTSIZEGRADIENTS\nstartSizeGradientFactor : f32,\n#endif\n#ifdef LIFETIMEGRADIENTS\nlifeTimeGradientRange : vec2<f32>,\n#endif\n#ifdef MESHEMITTER\nmeshTriangleCount : i32,\nmeshTextureWidth : i32,\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\n#ifdef FLOWMAP\n@binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>;\n#endif\n#ifdef MESHEMITTER\n@binding(14) @group(1) var meshPositionTexture : texture_2d<f32>;\n#ifdef MESHNORMALS\n@binding(15) @group(1) var meshNormalTexture : texture_2d<f32>;\n#endif\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;\n#ifdef EMITRATECTRL\nvar offsetFromEmitIndex : f32=vertexID-params.emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=params.currentCount; }\nlet shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor != 0.;\n#else\nlet shouldEmit : bool=newAge>=life && params.stopFactor != 0.;\n#endif\nif (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\n#ifdef LIFETIMEGRADIENTS\nparticlesOut.particles[index].life=params.lifeTimeGradientRange.x+(params.lifeTimeGradientRange.y-params.lifeTimeGradientRange.x)*randoms.r;\n#else\nparticlesOut.particles[index].life=outLife;\n#endif\n#ifdef EMITRATECTRL\nparticlesOut.particles[index].age=0.0;\n#else\nparticlesOut.particles[index].age=newAge-life;\n#endif\nparticlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).rg;sizex=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\n#ifdef STARTSIZEGRADIENTS\nsizex*=params.startSizeGradientFactor;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(MESHEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);var triIdx : i32=i32(floor(randoms2.x*f32(params.meshTriangleCount)));triIdx=min(triIdx,params.meshTriangleCount-1);let baseTexel : i32=triIdx*3;let t0 : i32=baseTexel;let t1 : i32=baseTexel+1;let t2 : i32=baseTexel+2;let v0 : vec3<f32>=textureLoad(meshPositionTexture,vec2<i32>(t0 % params.meshTextureWidth,t0/params.meshTextureWidth),0).xyz;let v1 : vec3<f32>=textureLoad(meshPositionTexture,vec2<i32>(t1 % params.meshTextureWidth,t1/params.meshTextureWidth),0).xyz;let v2 : vec3<f32>=textureLoad(meshPositionTexture,vec2<i32>(t2 % params.meshTextureWidth,t2/params.meshTextureWidth),0).xyz;let bu : f32=randoms2.y;let bv : f32=randoms2.z*(1.0-bu);let bw : f32=1.0-bu-bv;newPosition=bu*v0+bv*v1+bw*v2;\n#ifdef MESHNORMALS\nlet n0 : vec3<f32>=textureLoad(meshNormalTexture,vec2<i32>(t0 % params.meshTextureWidth,t0/params.meshTextureWidth),0).xyz;let n1 : vec3<f32>=textureLoad(meshNormalTexture,vec2<i32>(t1 % params.meshTextureWidth,t1/params.meshTextureWidth),0).xyz;let n2 : vec3<f32>=textureLoad(meshNormalTexture,vec2<i32>(t2 % params.meshTextureWidth,t2/params.meshTextureWidth),0).xyz;newDirection=normalize(bu*n0+bv*n1+bw*n2);\n#else\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\nlet velocityGradientRange=textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w);\n#endif\n#ifdef DRAGGRADIENTS\nlet dragGradientRange=textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x));\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;particlesOut.particles[index].size=vec3<f32>(\nsizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef FLOWMAP\nvar clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocityRange=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let limitVelocity : f32=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (var i : i32=0; i<params.attractorCount; i=i+1) {let toAttractor : vec3<f32>=params.attractorPositionAndStrength[i].xyz-position;let distSq : f32=dot(toAttractor,toAttractor)+1.0;updatedDirection=updatedDirection+(params.attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeedRange=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let angularSpeed : f32=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
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