@onerjs/core 8.51.4 → 8.51.5

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 (173) hide show
  1. package/Animations/animatorAvatar.d.ts +2 -0
  2. package/Animations/animatorAvatar.js +163 -94
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/Engines/constants.d.ts +10 -0
  5. package/Engines/constants.js +10 -0
  6. package/Engines/constants.js.map +1 -1
  7. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +6 -3
  8. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  9. package/Materials/PBR/openpbrMaterial.d.ts +8 -0
  10. package/Materials/PBR/openpbrMaterial.js +16 -0
  11. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  12. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  13. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  14. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  15. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +6 -0
  16. package/Materials/Textures/Procedurals/proceduralTexture.js +3 -1
  17. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  18. package/Materials/Textures/index.d.ts +1 -0
  19. package/Materials/Textures/index.js +1 -0
  20. package/Materials/Textures/index.js.map +1 -1
  21. package/Materials/Textures/textureMerger.js +1 -0
  22. package/Materials/Textures/textureMerger.js.map +1 -1
  23. package/Materials/Textures/textureProcessor.d.ts +315 -0
  24. package/Materials/Textures/textureProcessor.js +792 -0
  25. package/Materials/Textures/textureProcessor.js.map +1 -0
  26. package/Materials/material.d.ts +24 -0
  27. package/Materials/material.js +39 -0
  28. package/Materials/material.js.map +1 -1
  29. package/Materials/standardMaterial.d.ts +1 -0
  30. package/Materials/standardMaterial.js +6 -0
  31. package/Materials/standardMaterial.js.map +1 -1
  32. package/Physics/v2/characterController.d.ts +104 -7
  33. package/Physics/v2/characterController.js +355 -7
  34. package/Physics/v2/characterController.js.map +1 -1
  35. package/Shaders/ShadersInclude/bumpFragment.js +3 -3
  36. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  37. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  38. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  39. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -0
  40. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  41. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  42. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  43. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
  44. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  45. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  46. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  47. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  48. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  49. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +14 -14
  50. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  51. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +6 -6
  52. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  53. package/Shaders/ShadersInclude/openpbrDirectLighting.js +1 -1
  54. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  55. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  56. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  57. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +3 -0
  58. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  59. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +3 -3
  60. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  61. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  62. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  63. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  64. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  65. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  66. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  67. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +5 -5
  68. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  69. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  70. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  71. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +1 -1
  72. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  73. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  74. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  75. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  76. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  77. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -0
  78. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  79. package/Shaders/ShadersInclude/pbrHelperFunctions.js +4 -0
  80. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  82. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  83. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  84. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  85. package/Shaders/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  86. package/Shaders/ShadersInclude/textureRepetitionFunctions.js +52 -0
  87. package/Shaders/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  88. package/Shaders/default.fragment.d.ts +1 -0
  89. package/Shaders/default.fragment.js +8 -6
  90. package/Shaders/default.fragment.js.map +1 -1
  91. package/Shaders/geometry.fragment.js +3 -3
  92. package/Shaders/geometry.fragment.js.map +1 -1
  93. package/Shaders/openpbr.fragment.d.ts +1 -0
  94. package/Shaders/openpbr.fragment.js +4 -2
  95. package/Shaders/openpbr.fragment.js.map +1 -1
  96. package/Shaders/pbr.fragment.d.ts +1 -0
  97. package/Shaders/pbr.fragment.js +24 -22
  98. package/Shaders/pbr.fragment.js.map +1 -1
  99. package/Shaders/textureProcessor.fragment.d.ts +5 -0
  100. package/Shaders/textureProcessor.fragment.js +156 -0
  101. package/Shaders/textureProcessor.fragment.js.map +1 -0
  102. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -3
  103. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  105. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  106. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  107. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  109. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  111. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +15 -15
  113. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +7 -7
  115. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +1 -1
  117. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  119. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  120. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  121. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  122. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +3 -3
  123. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  124. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  125. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  126. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  127. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  129. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +6 -6
  131. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  132. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  133. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  135. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  136. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  137. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  138. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +4 -0
  139. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  140. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  141. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  142. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  143. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js +52 -0
  144. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  145. package/ShadersWGSL/default.fragment.d.ts +1 -0
  146. package/ShadersWGSL/default.fragment.js +8 -6
  147. package/ShadersWGSL/default.fragment.js.map +1 -1
  148. package/ShadersWGSL/geometry.fragment.js +3 -3
  149. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  150. package/ShadersWGSL/openpbr.fragment.d.ts +1 -0
  151. package/ShadersWGSL/openpbr.fragment.js +5 -3
  152. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  153. package/ShadersWGSL/openpbr.vertex.js +1 -1
  154. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  155. package/ShadersWGSL/pbr.fragment.d.ts +1 -0
  156. package/ShadersWGSL/pbr.fragment.js +24 -22
  157. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  158. package/ShadersWGSL/textureProcessor.fragment.d.ts +5 -0
  159. package/ShadersWGSL/textureProcessor.fragment.js +161 -0
  160. package/ShadersWGSL/textureProcessor.fragment.js.map +1 -0
  161. package/SmartAssets/index.d.ts +2 -0
  162. package/SmartAssets/index.js +2 -0
  163. package/SmartAssets/index.js.map +1 -0
  164. package/SmartAssets/smartAssetManager.d.ts +156 -0
  165. package/SmartAssets/smartAssetManager.js +531 -0
  166. package/SmartAssets/smartAssetManager.js.map +1 -0
  167. package/SmartAssets/smartAssetSerializer.d.ts +61 -0
  168. package/SmartAssets/smartAssetSerializer.js +97 -0
  169. package/SmartAssets/smartAssetSerializer.js.map +1 -0
  170. package/index.d.ts +1 -0
  171. package/index.js +1 -0
  172. package/index.js.map +1 -1
  173. package/package.json +1 -1
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/vertexPullingDeclaration\";\nimport \"./ShadersInclude/vertexPullingVertex\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/openpbrNormalMapVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"openpbrVertexShader\";\nconst shader = `#define OPENPBR_VERTEX_SHADER\n#include<openpbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\n#ifndef USE_VERTEX_PULLING\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<openpbrNormalMapVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#include<vertexPullingDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef USE_VERTEX_PULLING\nvar positionUpdated: vec3f=vec3f(0.0);\n#ifdef NORMAL\nvar normalUpdated: vec3f=vec3f(0.0);\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vec4f(0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vec2f(0.0);\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vec2f(0.0);\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vec4f(0.0);\n#endif\n#else\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#endif\n#include<vertexPullingVertex>\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#ifdef USE_VERTEX_PULLING\n#include<bonesVertex>(vertexInputs.matricesIndices,vp_matricesIndices,vertexInputs.matricesWeights,vp_matricesWeights,vertexInputs.matricesIndicesExtra,vp_matricesIndicesExtra,vertexInputs.matricesWeightsExtra,vp_matricesWeightsExtra)\n#include<bakedVertexAnimation>(vertexInputs.matricesIndices,vp_matricesIndices,vertexInputs.matricesWeights,vp_matricesWeights,vertexInputs.matricesIndicesExtra,vp_matricesIndicesExtra,vertexInputs.matricesWeightsExtra,vp_matricesWeightsExtra)\n#else\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-vertexOutputs.vPositionW);var NdotV: f32=max(dot(vertexOutputs.vNormalW,viewDirectionW),0.0);var roughNormal: vec3f=mix(vertexOutputs.vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*uniforms.vBaseDiffuseRoughness);var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(roughNormal,0)).xyz;\n#else\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,baseColor,_INFONAME_,BaseColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_MATRIXNAME_,transmissionWeight,_INFONAME_,TransmissionWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_MATRIXNAME_,transmissionColor,_INFONAME_,TransmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_MATRIXNAME_,subsurfaceWeight,_INFONAME_,SubsurfaceWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor,_MATRIXNAME_,subsurfaceColor,_INFONAME_,SubsurfaceColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale,_MATRIXNAME_,subsurfaceRadiusScale,_INFONAME_,SubsurfaceRadiusScaleInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_MATRIXNAME_,geometryThickness,_INFONAME_,GeometryThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<openpbrNormalMapVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\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 openpbrVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/openpbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgPb,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/openpbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/vertexPullingDeclaration\";\nimport \"./ShadersInclude/vertexPullingVertex\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/openpbrNormalMapVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"openpbrVertexShader\";\nconst shader = `#define OPENPBR_VERTEX_SHADER\n#include<openpbrUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\n#ifndef USE_VERTEX_PULLING\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter)\n#include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<openpbrNormalMapVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#include<vertexPullingDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef USE_VERTEX_PULLING\nvar positionUpdated: vec3f=vec3f(0.0);\n#ifdef NORMAL\nvar normalUpdated: vec3f=vec3f(0.0);\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vec4f(0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vec2f(0.0);\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vec2f(0.0);\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vec4f(0.0);\n#endif\n#else\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#endif\n#include<vertexPullingVertex>\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#ifdef USE_VERTEX_PULLING\n#include<bonesVertex>(vertexInputs.matricesIndices,vp_matricesIndices,vertexInputs.matricesWeights,vp_matricesWeights,vertexInputs.matricesIndicesExtra,vp_matricesIndicesExtra,vertexInputs.matricesWeightsExtra,vp_matricesWeightsExtra)\n#include<bakedVertexAnimation>(vertexInputs.matricesIndices,vp_matricesIndices,vertexInputs.matricesWeights,vp_matricesWeights,vertexInputs.matricesIndicesExtra,vp_matricesIndicesExtra,vertexInputs.matricesWeightsExtra,vp_matricesWeightsExtra)\n#else\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-vertexOutputs.vPositionW);var NdotV: f32=max(dot(vertexOutputs.vNormalW,viewDirectionW),0.0);var roughNormal: vec3f=mix(vertexOutputs.vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*uniforms.vBaseDiffuseRoughness);var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(roughNormal,0)).xyz;\n#else\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,baseColor,_INFONAME_,BaseColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_MATRIXNAME_,transmissionWeight,_INFONAME_,TransmissionWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_MATRIXNAME_,transmissionColor,_INFONAME_,TransmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_MATRIXNAME_,subsurfaceWeight,_INFONAME_,SubsurfaceWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor,_MATRIXNAME_,subsurfaceColor,_INFONAME_,SubsurfaceColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale,_MATRIXNAME_,subsurfaceRadiusScale,_INFONAME_,SubsurfaceRadiusScaleInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_MATRIXNAME_,geometryThickness,_INFONAME_,GeometryThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<openpbrNormalMapVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\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 openpbrVertexShaderWGSL = { name, shader };\n"]}
@@ -8,6 +8,7 @@ import "./ShadersInclude/imageProcessingDeclaration.js";
8
8
  import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
9
9
  import "./ShadersInclude/logDepthDeclaration.js";
10
10
  import "./ShadersInclude/fogFragmentDeclaration.js";
11
+ import "./ShadersInclude/textureRepetitionFunctions.js";
11
12
  import "./ShadersInclude/helperFunctions.js";
12
13
  import "./ShadersInclude/subSurfaceScatteringFunctions.js";
13
14
  import "./ShadersInclude/importanceSampling.js";
@@ -10,6 +10,7 @@ import "./ShadersInclude/imageProcessingDeclaration.js";
10
10
  import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
11
11
  import "./ShadersInclude/logDepthDeclaration.js";
12
12
  import "./ShadersInclude/fogFragmentDeclaration.js";
13
+ import "./ShadersInclude/textureRepetitionFunctions.js";
13
14
  import "./ShadersInclude/helperFunctions.js";
14
15
  import "./ShadersInclude/subSurfaceScatteringFunctions.js";
15
16
  import "./ShadersInclude/importanceSampling.js";
@@ -72,6 +73,7 @@ const shader = `#define PBR_FRAGMENT_SHADER
72
73
  #include<clipPlaneFragmentDeclaration>
73
74
  #include<logDepthDeclaration>
74
75
  #include<fogFragmentDeclaration>
76
+ #include<textureRepetitionFunctions>
75
77
  #include<helperFunctions>
76
78
  #include<subSurfaceScatteringFunctions>
77
79
  #include<importanceSampling>
@@ -110,13 +112,13 @@ fn main(input: FragmentInputs)->FragmentOutputs {
110
112
  #include<pbrBlockNormalFinal>
111
113
  var albedoOpacityOut: albedoOpacityOutParams;
112
114
  #ifdef ALBEDO
113
- var albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);
115
+ var albedoTexture: vec4f=TEXRD(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);
114
116
  #endif
115
117
  #ifdef BASE_WEIGHT
116
- var baseWeightTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
118
+ var baseWeightTexture: vec4f=TEXRD(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
117
119
  #endif
118
120
  #ifdef OPACITY
119
- var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
121
+ var opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
120
122
  #endif
121
123
  #ifdef DECAL
122
124
  var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
@@ -150,7 +152,7 @@ uniforms.vAlbedoColor
150
152
  #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
151
153
  var aoOut: ambientOcclusionOutParams;
152
154
  #ifdef AMBIENT
153
- var ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;
155
+ var ambientOcclusionColorMap: vec3f=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;
154
156
  #endif
155
157
  aoOut=ambientOcclusionBlock(
156
158
  #ifdef AMBIENT
@@ -164,7 +166,7 @@ var diffuseBase: vec3f= vec3f(1.,1.,1.);
164
166
  #else
165
167
  var baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;
166
168
  #if defined(REFLECTIVITY)
167
- var surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;
169
+ var surfaceMetallicOrReflectivityColorMap: vec4f=TEXRD(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;
168
170
  #ifndef METALLICWORKFLOW
169
171
  #ifdef REFLECTIVITY_GAMMA
170
172
  surfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);
@@ -173,22 +175,22 @@ surfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMa
173
175
  #endif
174
176
  #endif
175
177
  #if defined(MICROSURFACEMAP)
176
- var microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;
178
+ var microSurfaceTexel: vec4f=TEXRD(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;
177
179
  #endif
178
180
  #ifdef BASE_DIFFUSE_ROUGHNESS
179
- var baseDiffuseRoughnessTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).x;
181
+ var baseDiffuseRoughnessTexture: f32=TEXRD(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).x;
180
182
  #endif
181
183
  #ifdef METALLICWORKFLOW
182
184
  var metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;
183
185
  #ifdef REFLECTANCE
184
- var reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);
186
+ var reflectanceFactorsMap: vec4f=TEXRD(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);
185
187
  #ifdef REFLECTANCE_GAMMA
186
188
  reflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);
187
189
  #endif
188
190
  metallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);
189
191
  #endif
190
192
  #ifdef METALLIC_REFLECTANCE
191
- var metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);
193
+ var metallicReflectanceFactorsMap: vec4f=TEXRD(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);
192
194
  #ifdef METALLIC_REFLECTANCE_GAMMA
193
195
  metallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);
194
196
  #endif
@@ -244,7 +246,7 @@ microSurface
244
246
  #ifdef ANISOTROPIC
245
247
  var anisotropicOut: anisotropicOutParams;
246
248
  #ifdef ANISOTROPIC_TEXTURE
247
- var anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;
249
+ var anisotropyMapData: vec3f=TEXRD(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;
248
250
  #endif
249
251
  anisotropicOut=anisotropicBlock(
250
252
  uniforms.vAnisotropy,
@@ -316,10 +318,10 @@ fragmentInputs.vPositionW
316
318
  #ifdef SHEEN
317
319
  var sheenOut: sheenOutParams;
318
320
  #ifdef SHEEN_TEXTURE
319
- var sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);
321
+ var sheenMapData: vec4f=TEXRD(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);
320
322
  #endif
321
323
  #if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)
322
- var sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;
324
+ var sheenMapRoughnessData: vec4f=TEXRD(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;
323
325
  #endif
324
326
  sheenOut=sheenBlock(
325
327
  uniforms.vSheenColor
@@ -376,16 +378,16 @@ surfaceAlbedo=sheenOut.surfaceAlbedo;
376
378
  #endif
377
379
  #ifdef CLEARCOAT
378
380
  #ifdef CLEARCOAT_TEXTURE
379
- var clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;
381
+ var clearCoatMapData: vec2f=TEXRD(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;
380
382
  #endif
381
383
  #endif
382
384
  #ifdef IRIDESCENCE
383
385
  var iridescenceOut: iridescenceOutParams;
384
386
  #ifdef IRIDESCENCE_TEXTURE
385
- var iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;
387
+ var iridescenceMapData: vec2f=TEXRD(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;
386
388
  #endif
387
389
  #ifdef IRIDESCENCE_THICKNESS_TEXTURE
388
- var iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;
390
+ var iridescenceThicknessMapData: vec2f=TEXRD(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;
389
391
  #endif
390
392
  iridescenceOut=iridescenceBlock(
391
393
  uniforms.vIridescenceParams
@@ -409,13 +411,13 @@ uniforms.vIridescenceParams
409
411
  var clearcoatOut: clearcoatOutParams;
410
412
  #ifdef CLEARCOAT
411
413
  #if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)
412
- var clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;
414
+ var clearCoatMapRoughnessData: vec4f=TEXRD(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;
413
415
  #endif
414
416
  #if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)
415
- var clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);
417
+ var clearCoatTintMapData: vec4f=TEXRD(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);
416
418
  #endif
417
419
  #ifdef CLEARCOAT_BUMP
418
- var clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);
420
+ var clearCoatBumpMapData: vec4f=TEXRD(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);
419
421
  #endif
420
422
  clearcoatOut=clearcoatBlock(
421
423
  fragmentInputs.vPositionW
@@ -481,16 +483,16 @@ clearcoatOut.specularEnvironmentR0=specularEnvironmentR0;
481
483
  var subSurfaceOut: subSurfaceOutParams;
482
484
  #ifdef SUBSURFACE
483
485
  #ifdef SS_THICKNESSANDMASK_TEXTURE
484
- var thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);
486
+ var thicknessMap: vec4f=TEXRD(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);
485
487
  #endif
486
488
  #ifdef SS_REFRACTIONINTENSITY_TEXTURE
487
- var refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);
489
+ var refractionIntensityMap: vec4f=TEXRD(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);
488
490
  #endif
489
491
  #ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE
490
- var translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);
492
+ var translucencyIntensityMap: vec4f=TEXRD(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);
491
493
  #endif
492
494
  #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
493
- var translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);
495
+ var translucencyColorMap: vec4f=TEXRD(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);
494
496
  #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA
495
497
  translucencyColorMap=toLinearSpaceVec4(translucencyColorMap);
496
498
  #endif
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define PBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef BASE_WEIGHT\nvar baseWeightTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n,uniforms.baseWeight\n#ifdef BASE_WEIGHT\n,baseWeightTexture\n,uniforms.vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nvar baseDiffuseRoughnessTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).x;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors.a*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n,uniforms.baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,baseDiffuseRoughnessTexture\n,uniforms.vBaseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,uniforms.vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=reflectivityOut.roughness;var diffuseRoughness: f32=reflectivityOut.diffuseRoughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,viewDirectionW\n,diffuseRoughness\n,surfaceAlbedo\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,uniforms.vSheenInfos.y\n#endif\n,reflectanceF0\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvar clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n,uniforms.vClearCoatParams\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2)\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpaceVec4(translucencyColorMap);\n#endif\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.vTintColor\n,normalW\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n,vec3f(max(colorSpecularEnvironmentReflectance.r,max(colorSpecularEnvironmentReflectance.g,colorSpecularEnvironmentReflectance.b)))\n#else\n,baseSpecularEnvironmentReflectance\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,uniforms.dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=colorSpecularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/textureRepetitionFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define PBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<textureRepetitionFunctions>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=TEXRD(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef BASE_WEIGHT\nvar baseWeightTexture: vec4f=TEXRD(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n,uniforms.baseWeight\n#ifdef BASE_WEIGHT\n,baseWeightTexture\n,uniforms.vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=TEXRD(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=TEXRD(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nvar baseDiffuseRoughnessTexture: f32=TEXRD(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).x;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=TEXRD(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=TEXRD(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors.a*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n,uniforms.baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,baseDiffuseRoughnessTexture\n,uniforms.vBaseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,uniforms.vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=reflectivityOut.roughness;var diffuseRoughness: f32=reflectivityOut.diffuseRoughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=TEXRD(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,viewDirectionW\n,diffuseRoughness\n,surfaceAlbedo\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=TEXRD(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=TEXRD(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,uniforms.vSheenInfos.y\n#endif\n,reflectanceF0\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvar clearCoatMapData: vec2f=TEXRD(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=TEXRD(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=TEXRD(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n,uniforms.vClearCoatParams\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=TEXRD(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=TEXRD(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=TEXRD(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2)\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=TEXRD(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=TEXRD(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=TEXRD(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=TEXRD(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpaceVec4(translucencyColorMap);\n#endif\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.vTintColor\n,normalW\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n,vec3f(max(colorSpecularEnvironmentReflectance.r,max(colorSpecularEnvironmentReflectance.g,colorSpecularEnvironmentReflectance.b)))\n#else\n,baseSpecularEnvironmentReflectance\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,uniforms.dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=colorSpecularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const textureProcessorPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,161 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "textureProcessorPixelShader";
4
+ const shader = `#ifdef OPERAND_A_TEXTURE
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+ var textureASampler: sampler;var textureA: texture_2d<f32>;
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+ #endif
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+ #ifdef OPERAND_B_TEXTURE
8
+ var textureBSampler: sampler;var textureB: texture_2d<f32>;
9
+ #endif
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+ #if defined(OP_LERP) && defined(LERP_T_TEXTURE)
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+ var textureTSampler: sampler;var textureT: texture_2d<f32>;
12
+ #endif
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+ #ifdef OPERAND_A_MATRIX
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+ uniform textureAMatrix: mat4x4f;
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+ #endif
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+ #ifdef OPERAND_B_MATRIX
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+ uniform textureBMatrix: mat4x4f;
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+ #endif
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+ #if defined(OP_LERP) && defined(LERP_T_MATRIX)
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+ uniform textureTMatrix: mat4x4f;
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+ #endif
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+ #if !defined(OPERAND_A_TEXTURE) || defined(OPERAND_A_FACTOR)
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+ uniform factorA: vec4f;
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+ #endif
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+ #if !defined(OPERAND_B_TEXTURE) || defined(OPERAND_B_FACTOR)
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+ uniform factorB: vec4f;
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+ #endif
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+ #if defined(OP_LERP) && (!defined(LERP_T_TEXTURE) || defined(LERP_T_FACTOR))
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+ uniform factorT: vec4f;
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+ #endif
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+ varying vUV: vec2f;@fragment
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+ fn main(input: FragmentInputs)->FragmentOutputs {let uv: vec2f=input.vUV;
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+ #ifdef OPERAND_A_TEXTURE
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+ #ifdef OPERAND_A_MATRIX
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+ var a: vec4f=textureSample(textureA,textureASampler,(uniforms.textureAMatrix*vec4f(uv,0.0,1.0)).xy);
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+ #else
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+ var a: vec4f=textureSample(textureA,textureASampler,uv);
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+ #endif
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+ #ifdef OPERAND_A_SRGB
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+ a=vec4f(mix(a.rgb/vec3f(12.92),pow((a.rgb+vec3f(0.055))/vec3f(1.055),vec3f(2.4)),step(vec3f(0.04045),a.rgb)),a.a);
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+ #endif
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+ #ifdef OPERAND_A_CHANNEL_R
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+ a=vec4f(a.rrr,a.a);
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+ #elif defined(OPERAND_A_CHANNEL_G)
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+ a=vec4f(a.ggg,a.a);
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+ #elif defined(OPERAND_A_CHANNEL_B)
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+ a=vec4f(a.bbb,a.a);
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+ #elif defined(OPERAND_A_CHANNEL_A)
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+ a=a.aaaa;
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+ #endif
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+ #ifdef OPERAND_A_FACTOR
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+ a*=uniforms.factorA;
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+ #endif
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+ #else
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+ let a: vec4f=uniforms.factorA;
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+ #endif
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+ #ifdef OPERAND_B_TEXTURE
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+ #ifdef OPERAND_B_MATRIX
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+ var b: vec4f=textureSample(textureB,textureBSampler,(uniforms.textureBMatrix*vec4f(uv,0.0,1.0)).xy);
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+ #else
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+ var b: vec4f=textureSample(textureB,textureBSampler,uv);
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+ #endif
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+ #ifdef OPERAND_B_SRGB
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+ b=vec4f(mix(b.rgb/vec3f(12.92),pow((b.rgb+vec3f(0.055))/vec3f(1.055),vec3f(2.4)),step(vec3f(0.04045),b.rgb)),b.a);
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+ #endif
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+ #ifdef OPERAND_B_CHANNEL_R
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+ b=vec4f(b.rrr,b.a);
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+ #elif defined(OPERAND_B_CHANNEL_G)
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+ b=vec4f(b.ggg,b.a);
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+ #elif defined(OPERAND_B_CHANNEL_B)
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+ b=vec4f(b.bbb,b.a);
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+ #elif defined(OPERAND_B_CHANNEL_A)
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+ b=b.aaaa;
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+ #endif
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+ #ifdef OPERAND_B_FACTOR
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+ b*=uniforms.factorB;
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+ #endif
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+ #else
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+ let b: vec4f=uniforms.factorB;
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+ #endif
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+ #ifdef OP_CHANNEL_MAX
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+ var _cmax: f32=max(max(a.r,a.g),a.b);
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+ #ifdef CHANNEL_MAX_INCLUDE_ALPHA
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+ _cmax=max(_cmax,a.a);var result: vec4f=vec4f(_cmax,_cmax,_cmax,_cmax);
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+ #else
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+ var result: vec4f=vec4f(_cmax,_cmax,_cmax,a.a);
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+ #endif
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+ #elif defined(OP_INVERT)
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+ var _ir: f32=a.r; var _ig: f32=a.g; var _ib: f32=a.b; var _ia: f32=a.a;
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+ #ifdef INVERT_R
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+ _ir=1.0-_ir;
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+ #endif
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+ #ifdef INVERT_G
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+ _ig=1.0-_ig;
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+ #endif
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+ #ifdef INVERT_B
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+ _ib=1.0-_ib;
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+ #endif
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+ #ifdef INVERT_A
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+ _ia=1.0-_ia;
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+ #endif
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+ var result: vec4f=vec4f(_ir,_ig,_ib,_ia);
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+ #elif defined(OP_LERP)
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+ #ifdef LERP_T_TEXTURE
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+ #ifdef LERP_T_MATRIX
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+ var t: vec4f=textureSample(textureT,textureTSampler,(uniforms.textureTMatrix*vec4f(uv,0.0,1.0)).xy);
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+ #else
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+ var t: vec4f=textureSample(textureT,textureTSampler,uv);
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+ #endif
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+ #ifdef LERP_T_SRGB
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+ t=vec4f(mix(t.rgb/vec3f(12.92),pow((t.rgb+vec3f(0.055))/vec3f(1.055),vec3f(2.4)),step(vec3f(0.04045),t.rgb)),t.a);
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+ #endif
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+ #ifdef LERP_T_CHANNEL_R
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+ t=vec4f(t.rrr,t.a);
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+ #elif defined(LERP_T_CHANNEL_G)
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+ t=vec4f(t.ggg,t.a);
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+ #elif defined(LERP_T_CHANNEL_B)
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+ t=vec4f(t.bbb,t.a);
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+ #elif defined(LERP_T_CHANNEL_A)
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+ t=t.aaaa;
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+ #endif
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+ #ifdef LERP_T_FACTOR
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+ t*=uniforms.factorT;
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+ #endif
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+ #else
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+ let t: vec4f=uniforms.factorT;
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+ #endif
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+ var result: vec4f=mix(a,b,t);
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+ #elif defined(OP_MAX)
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+ var result: vec4f=max(a,b);
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+ #else
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+ var result: vec4f=a*b;
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+ #endif
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+ #if defined(OUTPUT_MASK_R_ZERO) || defined(OUTPUT_MASK_G_ZERO) || defined(OUTPUT_MASK_B_ZERO) || defined(OUTPUT_MASK_A_ONE)
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+ var _omr: f32=result.r; var _omg: f32=result.g; var _omb: f32=result.b; var _oma: f32=result.a;
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+ #ifdef OUTPUT_MASK_R_ZERO
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+ _omr=0.0;
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+ #endif
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+ #ifdef OUTPUT_MASK_G_ZERO
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+ _omg=0.0;
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+ #endif
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+ #ifdef OUTPUT_MASK_B_ZERO
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+ _omb=0.0;
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+ #endif
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+ #ifdef OUTPUT_MASK_A_ONE
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+ _oma=1.0;
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+ #endif
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+ result=vec4f(_omr,_omg,_omb,_oma);
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+ #endif
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+ #ifdef OUTPUT_SRGB
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+ result=vec4f(mix(result.rgb*vec3f(12.92),pow(result.rgb,vec3f(1.0/2.4))*vec3f(1.055)-vec3f(0.055),step(vec3f(0.0031308),result.rgb)),result.a);
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+ #endif
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+ fragmentOutputs.color=result;}
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+ `;
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+ // Sideeffect
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+ if (!ShaderStore.ShadersStoreWGSL[name]) {
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+ ShaderStore.ShadersStoreWGSL[name] = shader;
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+ }
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+ /** @internal */
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+ export const textureProcessorPixelShaderWGSL = { name, shader };
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+ //# sourceMappingURL=textureProcessor.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"textureProcessor.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/textureProcessor.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJd,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,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"textureProcessorPixelShader\";\nconst shader = `#ifdef OPERAND_A_TEXTURE\nvar textureASampler: sampler;var textureA: texture_2d<f32>;\n#endif\n#ifdef OPERAND_B_TEXTURE\nvar textureBSampler: sampler;var textureB: texture_2d<f32>;\n#endif\n#if defined(OP_LERP) && defined(LERP_T_TEXTURE)\nvar textureTSampler: sampler;var textureT: texture_2d<f32>;\n#endif\n#ifdef OPERAND_A_MATRIX\nuniform textureAMatrix: mat4x4f;\n#endif\n#ifdef OPERAND_B_MATRIX\nuniform textureBMatrix: mat4x4f;\n#endif\n#if defined(OP_LERP) && defined(LERP_T_MATRIX)\nuniform textureTMatrix: mat4x4f;\n#endif\n#if !defined(OPERAND_A_TEXTURE) || defined(OPERAND_A_FACTOR)\nuniform factorA: vec4f;\n#endif\n#if !defined(OPERAND_B_TEXTURE) || defined(OPERAND_B_FACTOR)\nuniform factorB: vec4f;\n#endif\n#if defined(OP_LERP) && (!defined(LERP_T_TEXTURE) || defined(LERP_T_FACTOR))\nuniform factorT: vec4f;\n#endif\nvarying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let uv: vec2f=input.vUV;\n#ifdef OPERAND_A_TEXTURE\n#ifdef OPERAND_A_MATRIX\nvar a: vec4f=textureSample(textureA,textureASampler,(uniforms.textureAMatrix*vec4f(uv,0.0,1.0)).xy);\n#else\nvar a: vec4f=textureSample(textureA,textureASampler,uv);\n#endif\n#ifdef OPERAND_A_SRGB\na=vec4f(mix(a.rgb/vec3f(12.92),pow((a.rgb+vec3f(0.055))/vec3f(1.055),vec3f(2.4)),step(vec3f(0.04045),a.rgb)),a.a);\n#endif\n#ifdef OPERAND_A_CHANNEL_R\na=vec4f(a.rrr,a.a);\n#elif defined(OPERAND_A_CHANNEL_G)\na=vec4f(a.ggg,a.a);\n#elif defined(OPERAND_A_CHANNEL_B)\na=vec4f(a.bbb,a.a);\n#elif defined(OPERAND_A_CHANNEL_A)\na=a.aaaa;\n#endif\n#ifdef OPERAND_A_FACTOR\na*=uniforms.factorA;\n#endif\n#else\nlet a: vec4f=uniforms.factorA;\n#endif\n#ifdef OPERAND_B_TEXTURE\n#ifdef OPERAND_B_MATRIX\nvar b: vec4f=textureSample(textureB,textureBSampler,(uniforms.textureBMatrix*vec4f(uv,0.0,1.0)).xy);\n#else\nvar b: vec4f=textureSample(textureB,textureBSampler,uv);\n#endif\n#ifdef OPERAND_B_SRGB\nb=vec4f(mix(b.rgb/vec3f(12.92),pow((b.rgb+vec3f(0.055))/vec3f(1.055),vec3f(2.4)),step(vec3f(0.04045),b.rgb)),b.a);\n#endif\n#ifdef OPERAND_B_CHANNEL_R\nb=vec4f(b.rrr,b.a);\n#elif defined(OPERAND_B_CHANNEL_G)\nb=vec4f(b.ggg,b.a);\n#elif defined(OPERAND_B_CHANNEL_B)\nb=vec4f(b.bbb,b.a);\n#elif defined(OPERAND_B_CHANNEL_A)\nb=b.aaaa;\n#endif\n#ifdef OPERAND_B_FACTOR\nb*=uniforms.factorB;\n#endif\n#else\nlet b: vec4f=uniforms.factorB;\n#endif\n#ifdef OP_CHANNEL_MAX\nvar _cmax: f32=max(max(a.r,a.g),a.b);\n#ifdef CHANNEL_MAX_INCLUDE_ALPHA\n_cmax=max(_cmax,a.a);var result: vec4f=vec4f(_cmax,_cmax,_cmax,_cmax);\n#else\nvar result: vec4f=vec4f(_cmax,_cmax,_cmax,a.a);\n#endif\n#elif defined(OP_INVERT)\nvar _ir: f32=a.r; var _ig: f32=a.g; var _ib: f32=a.b; var _ia: f32=a.a;\n#ifdef INVERT_R\n_ir=1.0-_ir;\n#endif\n#ifdef INVERT_G\n_ig=1.0-_ig;\n#endif\n#ifdef INVERT_B\n_ib=1.0-_ib;\n#endif\n#ifdef INVERT_A\n_ia=1.0-_ia;\n#endif\nvar result: vec4f=vec4f(_ir,_ig,_ib,_ia);\n#elif defined(OP_LERP)\n#ifdef LERP_T_TEXTURE\n#ifdef LERP_T_MATRIX\nvar t: vec4f=textureSample(textureT,textureTSampler,(uniforms.textureTMatrix*vec4f(uv,0.0,1.0)).xy);\n#else\nvar t: vec4f=textureSample(textureT,textureTSampler,uv);\n#endif\n#ifdef LERP_T_SRGB\nt=vec4f(mix(t.rgb/vec3f(12.92),pow((t.rgb+vec3f(0.055))/vec3f(1.055),vec3f(2.4)),step(vec3f(0.04045),t.rgb)),t.a);\n#endif\n#ifdef LERP_T_CHANNEL_R\nt=vec4f(t.rrr,t.a);\n#elif defined(LERP_T_CHANNEL_G)\nt=vec4f(t.ggg,t.a);\n#elif defined(LERP_T_CHANNEL_B)\nt=vec4f(t.bbb,t.a);\n#elif defined(LERP_T_CHANNEL_A)\nt=t.aaaa;\n#endif\n#ifdef LERP_T_FACTOR\nt*=uniforms.factorT;\n#endif\n#else\nlet t: vec4f=uniforms.factorT;\n#endif\nvar result: vec4f=mix(a,b,t);\n#elif defined(OP_MAX)\nvar result: vec4f=max(a,b);\n#else\nvar result: vec4f=a*b;\n#endif\n#if defined(OUTPUT_MASK_R_ZERO) || defined(OUTPUT_MASK_G_ZERO) || defined(OUTPUT_MASK_B_ZERO) || defined(OUTPUT_MASK_A_ONE)\nvar _omr: f32=result.r; var _omg: f32=result.g; var _omb: f32=result.b; var _oma: f32=result.a;\n#ifdef OUTPUT_MASK_R_ZERO\n_omr=0.0;\n#endif\n#ifdef OUTPUT_MASK_G_ZERO\n_omg=0.0;\n#endif\n#ifdef OUTPUT_MASK_B_ZERO\n_omb=0.0;\n#endif\n#ifdef OUTPUT_MASK_A_ONE\n_oma=1.0;\n#endif\nresult=vec4f(_omr,_omg,_omb,_oma);\n#endif\n#ifdef OUTPUT_SRGB\nresult=vec4f(mix(result.rgb*vec3f(12.92),pow(result.rgb,vec3f(1.0/2.4))*vec3f(1.055)-vec3f(0.055),step(vec3f(0.0031308),result.rgb)),result.a);\n#endif\nfragmentOutputs.color=result;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const textureProcessorPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,2 @@
1
+ export { type ISerializedSmartAssetMap } from "./smartAssetSerializer.js";
2
+ export { type SmartAssetManager, type SmartAssetLoadOptions, GetSmartAssetManager, AddSmartAssetManagerCreatedObserver, RemoveSmartAssetAsync, GetAllSmartAssets, LoadSmartAssetAsync, LoadSmartAssetTextureAsync, UnloadSmartAssetAsync, ReloadSmartAssetAsync, FindSmartAssetKeyForObject, SerializeSmartAssetManagerMap, LoadSmartAssetMapAsync, GetSmartAssetTextureExtensions, } from "./smartAssetManager.js";
@@ -0,0 +1,2 @@
1
+ export { GetSmartAssetManager, AddSmartAssetManagerCreatedObserver, RemoveSmartAssetAsync, GetAllSmartAssets, LoadSmartAssetAsync, LoadSmartAssetTextureAsync, UnloadSmartAssetAsync, ReloadSmartAssetAsync, FindSmartAssetKeyForObject, SerializeSmartAssetManagerMap, LoadSmartAssetMapAsync, GetSmartAssetTextureExtensions, } from "./smartAssetManager.js";
2
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/SmartAssets/index.ts"],"names":[],"mappings":"AACA,OAAO,EAGH,oBAAoB,EACpB,mCAAmC,EACnC,qBAAqB,EACrB,iBAAiB,EACjB,mBAAmB,EACnB,0BAA0B,EAC1B,qBAAqB,EACrB,qBAAqB,EACrB,0BAA0B,EAC1B,6BAA6B,EAC7B,sBAAsB,EACtB,8BAA8B,GACjC,MAAM,qBAAqB,CAAC","sourcesContent":["export { type ISerializedSmartAssetMap } from \"./smartAssetSerializer\";\nexport {\n type SmartAssetManager,\n type SmartAssetLoadOptions,\n GetSmartAssetManager,\n AddSmartAssetManagerCreatedObserver,\n RemoveSmartAssetAsync,\n GetAllSmartAssets,\n LoadSmartAssetAsync,\n LoadSmartAssetTextureAsync,\n UnloadSmartAssetAsync,\n ReloadSmartAssetAsync,\n FindSmartAssetKeyForObject,\n SerializeSmartAssetManagerMap,\n LoadSmartAssetMapAsync,\n GetSmartAssetTextureExtensions,\n} from \"./smartAssetManager\";\n"]}