@onerjs/core 8.55.9 → 8.56.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (265) hide show
  1. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  2. package/AudioV2/webAudio/webAudioEngine.js +6 -5
  3. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  4. package/Cameras/arcRotateCamera.pure.js +24 -0
  5. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  6. package/Culling/Helper/boundingInfoHelper.js +8 -4
  7. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  8. package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +5 -1
  9. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +7 -3
  10. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -1
  11. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.d.ts +6 -0
  12. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js +16 -0
  13. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js.map +1 -0
  14. package/Engines/AbstractEngine/pure.d.ts +1 -0
  15. package/Engines/AbstractEngine/pure.js +1 -0
  16. package/Engines/AbstractEngine/pure.js.map +1 -1
  17. package/Engines/IDrawContext.d.ts +2 -0
  18. package/Engines/IDrawContext.js.map +1 -1
  19. package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
  20. package/Engines/WebGPU/webgpuDrawContext.js +15 -0
  21. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  22. package/Engines/abstractEngine.pure.js +2 -2
  23. package/Engines/abstractEngine.pure.js.map +1 -1
  24. package/Engines/constants.d.ts +5 -0
  25. package/Engines/constants.js +5 -0
  26. package/Engines/constants.js.map +1 -1
  27. package/Engines/engine.d.ts +11 -3
  28. package/Engines/webgpuEngine.d.ts +1 -0
  29. package/Engines/webgpuEngine.js +1 -0
  30. package/Engines/webgpuEngine.js.map +1 -1
  31. package/Engines/webgpuEngine.pure.d.ts +10 -0
  32. package/Engines/webgpuEngine.pure.js +15 -1
  33. package/Engines/webgpuEngine.pure.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +4 -0
  35. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +12 -0
  36. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/inputBlock.pure.js +2 -1
  38. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  39. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +2 -0
  40. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  41. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  42. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +21 -0
  43. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +45 -0
  44. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  45. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +2 -5
  46. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  47. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.d.ts +1 -0
  48. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +18 -3
  49. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  50. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +2 -0
  51. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  52. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +5 -21
  53. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  54. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1 -0
  55. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  56. package/Materials/Node/Blocks/powBlock.pure.js +2 -1
  57. package/Materials/Node/Blocks/powBlock.pure.js.map +1 -1
  58. package/Materials/Node/Blocks/triPlanarBlock.pure.js +14 -12
  59. package/Materials/Node/Blocks/triPlanarBlock.pure.js.map +1 -1
  60. package/Materials/Node/nodeMaterial.pure.d.ts +11 -0
  61. package/Materials/Node/nodeMaterial.pure.js +11 -0
  62. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  63. package/Materials/Node/nodeMaterialBuildState.d.ts +4 -3
  64. package/Materials/Node/nodeMaterialBuildState.js +7 -1
  65. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  66. package/Materials/PBR/openpbrMaterial.pure.d.ts +4 -0
  67. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +4 -0
  68. package/Materials/Textures/index.d.ts +1 -0
  69. package/Materials/Textures/index.js +1 -0
  70. package/Materials/Textures/index.js.map +1 -1
  71. package/Materials/Textures/textureProcessor.d.ts +29 -6
  72. package/Materials/Textures/textureProcessor.js +22 -16
  73. package/Materials/Textures/textureProcessor.js.map +1 -1
  74. package/Materials/drawWrapper.js +3 -0
  75. package/Materials/drawWrapper.js.map +1 -1
  76. package/Materials/imageProcessingConfiguration.defines.d.ts +3 -0
  77. package/Materials/imageProcessingConfiguration.defines.js +2 -0
  78. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  79. package/Materials/imageProcessingConfiguration.functions.js +3 -0
  80. package/Materials/imageProcessingConfiguration.functions.js.map +1 -1
  81. package/Materials/imageProcessingConfiguration.pure.d.ts +58 -0
  82. package/Materials/imageProcessingConfiguration.pure.js +123 -2
  83. package/Materials/imageProcessingConfiguration.pure.js.map +1 -1
  84. package/Materials/materialHelper.geometryrendering.d.ts +19 -0
  85. package/Materials/materialHelper.geometryrendering.js +29 -1
  86. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  87. package/Materials/prepass.defines.d.ts +3 -0
  88. package/Materials/prepass.defines.js +3 -0
  89. package/Materials/prepass.defines.js.map +1 -1
  90. package/Materials/standardMaterial.pure.d.ts +4 -0
  91. package/Materials/uniformBuffer.d.ts +29 -0
  92. package/Materials/uniformBuffer.js +146 -0
  93. package/Materials/uniformBuffer.js.map +1 -1
  94. package/Maths/colorTemperature.functions.d.ts +29 -0
  95. package/Maths/colorTemperature.functions.js +196 -0
  96. package/Maths/colorTemperature.functions.js.map +1 -0
  97. package/Maths/index.d.ts +1 -0
  98. package/Maths/index.js +1 -0
  99. package/Maths/index.js.map +1 -1
  100. package/Maths/math.vector.pure.d.ts +1 -5
  101. package/Maths/math.vector.pure.js.map +1 -1
  102. package/Maths/pure.d.ts +1 -0
  103. package/Maths/pure.js +1 -0
  104. package/Maths/pure.js.map +1 -1
  105. package/Misc/filesInput.d.ts +15 -0
  106. package/Misc/filesInput.js +156 -74
  107. package/Misc/filesInput.js.map +1 -1
  108. package/Misc/observable.pure.js +1 -3
  109. package/Misc/observable.pure.js.map +1 -1
  110. package/Misc/tools.pure.js +1 -1
  111. package/Misc/tools.pure.js.map +1 -1
  112. package/PostProcesses/imageProcessingPostProcess.d.ts +41 -1
  113. package/PostProcesses/imageProcessingPostProcess.js +41 -1
  114. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  115. package/PostProcesses/thinImageProcessingPostProcess.d.ts +50 -0
  116. package/PostProcesses/thinImageProcessingPostProcess.js +65 -0
  117. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  118. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.d.ts +12 -0
  119. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js +22 -0
  120. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js.map +1 -0
  121. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -0
  122. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +39 -0
  123. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
  124. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +2 -4
  125. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  126. package/Rendering/IBLShadows/pure.d.ts +1 -0
  127. package/Rendering/IBLShadows/pure.js +1 -0
  128. package/Rendering/IBLShadows/pure.js.map +1 -1
  129. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +11 -0
  130. package/Rendering/fluidRenderer/fluidRenderingObject.js +36 -14
  131. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  132. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +5 -0
  133. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +16 -3
  134. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  135. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +5 -0
  136. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +12 -0
  137. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  138. package/Rendering/geometryBufferRenderer.pure.d.ts +30 -0
  139. package/Rendering/geometryBufferRenderer.pure.js +84 -0
  140. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  141. package/Rendering/iblCdfGenerator.js +10 -1
  142. package/Rendering/iblCdfGenerator.js.map +1 -1
  143. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
  144. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  145. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  146. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  147. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -0
  148. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  149. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -0
  150. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  151. package/Shaders/ShadersInclude/objectIdFunctions.d.ts +5 -0
  152. package/Shaders/ShadersInclude/objectIdFunctions.js +22 -0
  153. package/Shaders/ShadersInclude/objectIdFunctions.js.map +1 -0
  154. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +3 -0
  155. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
  156. package/Shaders/ShadersInclude/openpbrDirectLighting.js +34 -4
  157. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  158. package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -2
  159. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  160. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -0
  161. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  162. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  163. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  164. package/Shaders/ShadersInclude/prePassDeclaration.d.ts +1 -0
  165. package/Shaders/ShadersInclude/prePassDeclaration.js +5 -0
  166. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  167. package/Shaders/default.fragment.js +5 -1
  168. package/Shaders/default.fragment.js.map +1 -1
  169. package/Shaders/fluidRenderingParticleDepth.vertex.js +7 -1
  170. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  171. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +7 -1
  172. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  173. package/Shaders/fluidRenderingParticleThickness.vertex.js +7 -1
  174. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  175. package/Shaders/geometry.fragment.js +9 -1
  176. package/Shaders/geometry.fragment.js.map +1 -1
  177. package/Shaders/openpbr.fragment.js +2 -1
  178. package/Shaders/openpbr.fragment.js.map +1 -1
  179. package/Shaders/pbr.fragment.js +2 -1
  180. package/Shaders/pbr.fragment.js.map +1 -1
  181. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -0
  182. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  183. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -0
  184. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  185. package/ShadersWGSL/ShadersInclude/objectIdFunctions.d.ts +5 -0
  186. package/ShadersWGSL/ShadersInclude/objectIdFunctions.js +22 -0
  187. package/ShadersWGSL/ShadersInclude/objectIdFunctions.js.map +1 -0
  188. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +3 -0
  189. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
  190. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +35 -5
  191. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  192. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +1 -1
  193. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +8 -2
  195. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  196. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -0
  197. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  198. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  199. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  200. package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +1 -0
  201. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +5 -0
  202. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  203. package/ShadersWGSL/default.fragment.js +5 -1
  204. package/ShadersWGSL/default.fragment.js.map +1 -1
  205. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +16 -4
  206. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  207. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +15 -3
  208. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  209. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -3
  210. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  211. package/ShadersWGSL/geometry.fragment.js +9 -1
  212. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  213. package/ShadersWGSL/openpbr.fragment.js +2 -1
  214. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  215. package/ShadersWGSL/pbr.fragment.js +2 -1
  216. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  217. package/XR/features/Layers/WebXRCompositionLayer.d.ts +52 -0
  218. package/XR/features/Layers/WebXRCompositionLayer.js +80 -0
  219. package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
  220. package/XR/features/WebXRControllerPointerSelection.pure.js +2 -1
  221. package/XR/features/WebXRControllerPointerSelection.pure.js.map +1 -1
  222. package/XR/features/WebXRControllerTeleportation.pure.js +2 -1
  223. package/XR/features/WebXRControllerTeleportation.pure.js.map +1 -1
  224. package/XR/features/WebXRDepthSensing.pure.d.ts +21 -0
  225. package/XR/features/WebXRDepthSensing.pure.js +42 -0
  226. package/XR/features/WebXRDepthSensing.pure.js.map +1 -1
  227. package/XR/features/WebXRHandTracking.pure.js +2 -0
  228. package/XR/features/WebXRHandTracking.pure.js.map +1 -1
  229. package/XR/features/WebXRLayers.pure.d.ts +12 -0
  230. package/XR/features/WebXRLayers.pure.js +31 -1
  231. package/XR/features/WebXRLayers.pure.js.map +1 -1
  232. package/XR/features/WebXRTrackedSources.d.ts +5 -0
  233. package/XR/features/WebXRTrackedSources.js +8 -0
  234. package/XR/features/WebXRTrackedSources.js.map +1 -0
  235. package/XR/features/WebXRTrackedSources.pure.d.ts +70 -0
  236. package/XR/features/WebXRTrackedSources.pure.js +153 -0
  237. package/XR/features/WebXRTrackedSources.pure.js.map +1 -0
  238. package/XR/features/index.d.ts +1 -0
  239. package/XR/features/index.js +1 -0
  240. package/XR/features/index.js.map +1 -1
  241. package/XR/features/pure.d.ts +1 -0
  242. package/XR/features/pure.js +1 -0
  243. package/XR/features/pure.js.map +1 -1
  244. package/XR/motionController/webXRAbstractMotionController.d.ts +53 -1
  245. package/XR/motionController/webXRAbstractMotionController.js +61 -0
  246. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  247. package/XR/webXRDefaultExperience.js +8 -4
  248. package/XR/webXRDefaultExperience.js.map +1 -1
  249. package/XR/webXRExperienceHelper.js +86 -44
  250. package/XR/webXRExperienceHelper.js.map +1 -1
  251. package/XR/webXRFeaturesManager.d.ts +9 -0
  252. package/XR/webXRFeaturesManager.js +4 -0
  253. package/XR/webXRFeaturesManager.js.map +1 -1
  254. package/XR/webXRGraphicsBinding.d.ts +29 -0
  255. package/XR/webXRGraphicsBinding.js +40 -0
  256. package/XR/webXRGraphicsBinding.js.map +1 -1
  257. package/XR/webXRInputSource.js +1 -1
  258. package/XR/webXRInputSource.js.map +1 -1
  259. package/XR/webXRLayerWrapper.d.ts +7 -5
  260. package/XR/webXRLayerWrapper.js +10 -7
  261. package/XR/webXRLayerWrapper.js.map +1 -1
  262. package/XR/webXRSessionManager.d.ts +45 -0
  263. package/XR/webXRSessionManager.js +174 -29
  264. package/XR/webXRSessionManager.js.map +1 -1
  265. package/package.json +1 -1
@@ -136,7 +136,7 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _getShaderType(type: NodeMaterialBlockConnectionPointTypes): "" | "f32" | "float" | "i32" | "int" | "vec2f" | "vec2" | "vec3f" | "vec3" | "vec4f" | "vec4" | "mat4x4f" | "mat4";
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+ _getShaderType(type: NodeMaterialBlockConnectionPointTypes): "" | "float" | "i32" | "int" | "f32" | "vec2f" | "vec2" | "vec3f" | "vec3" | "vec4f" | "vec4" | "mat4x4f" | "mat4";
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  /**
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  * @internal
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  */
@@ -166,6 +166,7 @@ export declare class NodeMaterialBuildState {
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  removeUniforms?: boolean;
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  removeVaryings?: boolean;
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  removeIfDef?: boolean;
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+ define?: string;
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  replaceStrings?: {
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  search: RegExp;
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  replace: string;
@@ -208,11 +209,11 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _samplerCubeFunc(): "textureSample" | "textureCube";
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+ _samplerCubeFunc(): "textureCube" | "textureSample";
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  /**
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  * @internal
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  */
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- _samplerFunc(): "textureSample" | "texture2D";
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+ _samplerFunc(): "texture2D" | "textureSample";
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  /**
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  * @internal
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  */
@@ -385,7 +385,7 @@ export class NodeMaterialBuildState {
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  * @internal
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  */
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  _emitFunctionFromInclude(includeName, comments, options, storeKey = "") {
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- const key = includeName + storeKey;
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+ const key = includeName + storeKey + (options?.define ? `_${options.define}` : "");
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  if (this.functions[key]) {
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  return;
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  }
@@ -400,6 +400,9 @@ export class NodeMaterialBuildState {
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  if (this.sharedData.emitComments) {
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  this.functions[key] = comments + `\n` + this.functions[key];
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  }
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+ if (options?.define) {
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+ this.functions[key] = `#ifdef ${options.define}\n${this.functions[key]}#endif\n`;
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+ }
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  return;
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  }
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  this.functions[key] = store[includeName];
@@ -427,6 +430,9 @@ export class NodeMaterialBuildState {
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  this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);
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  }
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  }
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+ if (options.define) {
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+ this.functions[key] = `#ifdef ${options.define}\n${this.functions[key]}#endif\n`;
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+ }
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  }
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  /**
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  * @internal
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { type NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { type NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport { type _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n /** @internal */\r\n public _injectAtTop = \"\";\r\n /** @internal */\r\n public _customEntryHeader = \"\";\r\n /** @internal */\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @param defines defines to use for the shader processing\r\n * @returns the raw shader code used by the engine\r\n */\r\n public async getProcessedShaderAsync(defines: string): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n Logger.Error(\"getProcessedShaderAsync: Shader not built yet.\");\r\n return \"\";\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this._customEntryHeader) {\r\n entryPointString += this._customEntryHeader;\r\n } else if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString += `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString += `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else {\r\n entryPointString += `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this._injectAtTop) {\r\n this.compilationString = `${this._injectAtTop}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = this.sharedData.formatConfig.formatVariablename(prefix);\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string, unsignedSampler?: boolean, precision?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"f\";\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<${unsignedSamplerPrefix}32>;\\n`;\r\n } else {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"\";\r\n const precisionDecl = precision ?? \"\";\r\n this._samplerDeclaration += `uniform ${precisionDecl} ${unsignedSamplerPrefix}sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d_array<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n }\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n private _emitDefineStart(define?: string, notDefine = false) {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code = `#if ${define}\\n`;\r\n } else {\r\n code = `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _emitDefineEnd(define?: string) {\r\n return define ? `#endif\\n` : \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = this._emitDefineStart(define, notDefine);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"i32\":\r\n case \"f32\":\r\n case \"vec2f\":\r\n case \"vec3f\":\r\n case \"vec4f\":\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: ${shaderType};\\n`;\r\n this.sharedData.varyingInitializationsFragment +=\r\n this._emitDefineStart(define, notDefine) + `${name} = fragmentInputs.${name};\\n` + this._emitDefineEnd(define);\r\n }\r\n break;\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment +=\r\n this._emitDefineStart(define, notDefine) +\r\n `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n` +\r\n this._emitDefineEnd(define);\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n code += this._emitDefineEnd(define);\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.sharedData.formatConfig.getUniformAnnotation) {\r\n this._uniformDeclaration += this.sharedData.formatConfig.getUniformAnnotation(name);\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean, isVarPrivate?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\" + (isVarPrivate ? \"<private>\" : \"\")} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { type NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { type NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport { type _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n /** @internal */\r\n public _injectAtTop = \"\";\r\n /** @internal */\r\n public _customEntryHeader = \"\";\r\n /** @internal */\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @param defines defines to use for the shader processing\r\n * @returns the raw shader code used by the engine\r\n */\r\n public async getProcessedShaderAsync(defines: string): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n Logger.Error(\"getProcessedShaderAsync: Shader not built yet.\");\r\n return \"\";\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this._customEntryHeader) {\r\n entryPointString += this._customEntryHeader;\r\n } else if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString += `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString += `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else {\r\n entryPointString += `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this._injectAtTop) {\r\n this.compilationString = `${this._injectAtTop}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = this.sharedData.formatConfig.formatVariablename(prefix);\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string, unsignedSampler?: boolean, precision?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"f\";\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<${unsignedSamplerPrefix}32>;\\n`;\r\n } else {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"\";\r\n const precisionDecl = precision ?? \"\";\r\n this._samplerDeclaration += `uniform ${precisionDecl} ${unsignedSamplerPrefix}sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d_array<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n }\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n define?: string;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey + (options?.define ? `_${options.define}` : \"\");\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options?.define) {\r\n this.functions[key] = `#ifdef ${options.define}\\n${this.functions[key]}#endif\\n`;\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n if (options.define) {\r\n this.functions[key] = `#ifdef ${options.define}\\n${this.functions[key]}#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n private _emitDefineStart(define?: string, notDefine = false) {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code = `#if ${define}\\n`;\r\n } else {\r\n code = `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _emitDefineEnd(define?: string) {\r\n return define ? `#endif\\n` : \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = this._emitDefineStart(define, notDefine);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"i32\":\r\n case \"f32\":\r\n case \"vec2f\":\r\n case \"vec3f\":\r\n case \"vec4f\":\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: ${shaderType};\\n`;\r\n this.sharedData.varyingInitializationsFragment +=\r\n this._emitDefineStart(define, notDefine) + `${name} = fragmentInputs.${name};\\n` + this._emitDefineEnd(define);\r\n }\r\n break;\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment +=\r\n this._emitDefineStart(define, notDefine) +\r\n `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n` +\r\n this._emitDefineEnd(define);\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n code += this._emitDefineEnd(define);\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.sharedData.formatConfig.getUniformAnnotation) {\r\n this._uniformDeclaration += this.sharedData.formatConfig.getUniformAnnotation(name);\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean, isVarPrivate?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\" + (isVarPrivate ? \"<private>\" : \"\")} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -51,6 +51,9 @@ declare const OpenPBRMaterialDefinesBase_base: {
51
51
  PREPASS_VELOCITY_LINEAR_INDEX: number;
52
52
  PREPASS_REFLECTIVITY: boolean;
53
53
  PREPASS_REFLECTIVITY_INDEX: number;
54
+ PREPASS_OBJECT_ID: boolean;
55
+ PREPASS_OBJECT_ID_INDEX: number;
56
+ PREPASS_OBJECT_ID_R8: boolean;
54
57
  SCENE_MRT_COUNT: number;
55
58
  };
56
59
  } & {
@@ -101,6 +104,7 @@ declare class OpenPBRMaterialDefinesWithEnvLighting extends OpenPBRMaterialDefin
101
104
  declare const OpenPBRMaterialDefines_base: {
102
105
  new (...args: any[]): {
103
106
  IMAGEPROCESSING: boolean;
107
+ WHITEBALANCE: boolean;
104
108
  VIGNETTE: boolean;
105
109
  VIGNETTEBLENDMODEMULTIPLY: boolean;
106
110
  VIGNETTEBLENDMODEOPAQUE: boolean;
@@ -54,6 +54,9 @@ declare const PBRMaterialDefinesBase_base: {
54
54
  PREPASS_VELOCITY_LINEAR_INDEX: number;
55
55
  PREPASS_REFLECTIVITY: boolean;
56
56
  PREPASS_REFLECTIVITY_INDEX: number;
57
+ PREPASS_OBJECT_ID: boolean;
58
+ PREPASS_OBJECT_ID_INDEX: number;
59
+ PREPASS_OBJECT_ID_R8: boolean;
57
60
  SCENE_MRT_COUNT: number;
58
61
  };
59
62
  } & {
@@ -77,6 +80,7 @@ declare class PBRMaterialDefinesBase extends PBRMaterialDefinesBase_base {
77
80
  declare const PBRMaterialDefines_base: {
78
81
  new (...args: any[]): {
79
82
  IMAGEPROCESSING: boolean;
83
+ WHITEBALANCE: boolean;
80
84
  VIGNETTE: boolean;
81
85
  VIGNETTEBLENDMODEMULTIPLY: boolean;
82
86
  VIGNETTEBLENDMODEOPAQUE: boolean;
@@ -51,6 +51,7 @@ export * from "../../Shaders/ShadersInclude/importanceSampling.js";
51
51
  export * from "../../Shaders/ShadersInclude/pbrBRDFFunctions.js";
52
52
  export * from "../../Shaders/ShadersInclude/hdrFilteringFunctions.js";
53
53
  export * from "../../ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js";
54
+ export * from "../../ShadersWGSL/ShadersInclude/clusteredLightingCompute.js";
54
55
  export * from "../../ShadersWGSL/ShadersInclude/intersectionFunctions.js";
55
56
  export * from "../../ShadersWGSL/ShadersInclude/ltcHelperFunctions.js";
56
57
  export * from "../../Shaders/ShadersInclude/clusteredLightingFunctions.js";
@@ -56,6 +56,7 @@ export * from "../../Shaders/ShadersInclude/pbrBRDFFunctions.js";
56
56
  export * from "../../Shaders/ShadersInclude/hdrFilteringFunctions.js";
57
57
  // Intersection & LTC helper functions (needed by external packages)
58
58
  export * from "../../ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js";
59
+ export * from "../../ShadersWGSL/ShadersInclude/clusteredLightingCompute.js";
59
60
  export * from "../../ShadersWGSL/ShadersInclude/intersectionFunctions.js";
60
61
  export * from "../../ShadersWGSL/ShadersInclude/ltcHelperFunctions.js";
61
62
  export * from "../../Shaders/ShadersInclude/clusteredLightingFunctions.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,eAAe,CAAC;AAE9B,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,eAAe,CAAC;AAC9B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AAEzC,kCAAkC;AAClC,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAEhD,gBAAgB;AAChB,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAElE,8DAA8D;AAC9D,cAAc,qDAAqD,CAAC;AACpE,cAAc,mDAAmD,CAAC;AAClE,cAAc,wDAAwD,CAAC;AACvE,cAAc,iDAAiD,CAAC;AAChE,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oDAAoD,CAAC;AAEnE,oEAAoE;AACpE,cAAc,6DAA6D,CAAC;AAC5E,cAAc,wDAAwD,CAAC;AACvE,cAAc,qDAAqD,CAAC;AACpE,cAAc,yDAAyD,CAAC;AACxE,cAAc,oDAAoD,CAAC;AACnE,cAAc,iDAAiD,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./baseTexture\";\r\n\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./externalTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./envCubeTexture\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./exrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./HTML/index\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture2DArray.functions\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./reflectionProbeTexture\";\r\nexport * from \"./textureMerger\";\r\nexport * from \"./textureSampler\";\r\nexport * from \"./textureProcessor\";\r\nexport * from \"./texture\";\r\nexport * from \"./thinTexture\";\r\nexport * from \"./thinRenderTargetTexture\";\r\nexport * from \"./videoTexture\";\r\nexport * from \"./ktx2decoderTypes\";\r\nexport * from \"./textureCreationOptions\";\r\n\r\n// Shaders for procedural textures\r\nexport * from \"../../ShadersWGSL/procedural.vertex\";\r\nexport * from \"../../Shaders/procedural.vertex\";\r\n\r\n// HDR filtering\r\nexport * from \"../../Shaders/hdrFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.fragment\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.fragment\";\r\n\r\n// HDR filtering shader includes (needed by external packages)\r\nexport * from \"../../ShadersWGSL/ShadersInclude/importanceSampling\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/pbrBRDFFunctions\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/hdrFilteringFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/importanceSampling\";\r\nexport * from \"../../Shaders/ShadersInclude/pbrBRDFFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/hdrFilteringFunctions\";\r\n\r\n// Intersection & LTC helper functions (needed by external packages)\r\nexport * from \"../../ShadersWGSL/ShadersInclude/clusteredLightingFunctions\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/intersectionFunctions\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/ltcHelperFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/clusteredLightingFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/intersectionFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/ltcHelperFunctions\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,eAAe,CAAC;AAE9B,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,eAAe,CAAC;AAC9B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AAEzC,kCAAkC;AAClC,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAEhD,gBAAgB;AAChB,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC;AAElE,8DAA8D;AAC9D,cAAc,qDAAqD,CAAC;AACpE,cAAc,mDAAmD,CAAC;AAClE,cAAc,wDAAwD,CAAC;AACvE,cAAc,iDAAiD,CAAC;AAChE,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oDAAoD,CAAC;AAEnE,oEAAoE;AACpE,cAAc,6DAA6D,CAAC;AAC5E,cAAc,2DAA2D,CAAC;AAC1E,cAAc,wDAAwD,CAAC;AACvE,cAAc,qDAAqD,CAAC;AACpE,cAAc,yDAAyD,CAAC;AACxE,cAAc,oDAAoD,CAAC;AACnE,cAAc,iDAAiD,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./baseTexture\";\r\n\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./externalTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./envCubeTexture\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./exrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./HTML/index\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture2DArray.functions\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./reflectionProbeTexture\";\r\nexport * from \"./textureMerger\";\r\nexport * from \"./textureSampler\";\r\nexport * from \"./textureProcessor\";\r\nexport * from \"./texture\";\r\nexport * from \"./thinTexture\";\r\nexport * from \"./thinRenderTargetTexture\";\r\nexport * from \"./videoTexture\";\r\nexport * from \"./ktx2decoderTypes\";\r\nexport * from \"./textureCreationOptions\";\r\n\r\n// Shaders for procedural textures\r\nexport * from \"../../ShadersWGSL/procedural.vertex\";\r\nexport * from \"../../Shaders/procedural.vertex\";\r\n\r\n// HDR filtering\r\nexport * from \"../../Shaders/hdrFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.fragment\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.fragment\";\r\n\r\n// HDR filtering shader includes (needed by external packages)\r\nexport * from \"../../ShadersWGSL/ShadersInclude/importanceSampling\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/pbrBRDFFunctions\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/hdrFilteringFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/importanceSampling\";\r\nexport * from \"../../Shaders/ShadersInclude/pbrBRDFFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/hdrFilteringFunctions\";\r\n\r\n// Intersection & LTC helper functions (needed by external packages)\r\nexport * from \"../../ShadersWGSL/ShadersInclude/clusteredLightingFunctions\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/clusteredLightingCompute\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/intersectionFunctions\";\r\nexport * from \"../../ShadersWGSL/ShadersInclude/ltcHelperFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/clusteredLightingFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/intersectionFunctions\";\r\nexport * from \"../../Shaders/ShadersInclude/ltcHelperFunctions\";\r\n"]}
@@ -119,6 +119,23 @@ export interface ITextureProcessOperand {
119
119
  */
120
120
  dispose?: () => void;
121
121
  }
122
+ /**
123
+ * Controls the GPU texture created by a texture processing operation.
124
+ */
125
+ export interface ITextureProcessorOutputOptions {
126
+ /**
127
+ * Texture type used by the render target. Defaults to `Constants.TEXTURETYPE_UNSIGNED_BYTE`.
128
+ */
129
+ textureType?: number;
130
+ /**
131
+ * Sampling mode used by the output texture. Defaults to `Constants.TEXTURE_BILINEAR_SAMPLINGMODE`.
132
+ */
133
+ samplingMode?: number;
134
+ /**
135
+ * Whether mipmaps are generated for the output texture. Defaults to `false`.
136
+ */
137
+ generateMipMaps?: boolean;
138
+ }
122
139
  /**
123
140
  * Create an operand from a texture alone (no constant factor scaling).
124
141
  * @param texture - The texture to sample, or null to produce an identity (1,1,1,1) constant operand
@@ -170,9 +187,10 @@ export declare function CreateTextureWithFactorOperand(texture: Nullable<BaseTex
170
187
  * result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to `TextureColorSpace.Linear`.
171
188
  * @param outputChannelMask - Optional bitmask of channels to write. Excluded color channels are set to
172
189
  * `0.0`; excluded alpha is set to `1.0`. Defaults to `ChannelMask.RGBA` (all channels written).
190
+ * @param outputOptions - Optional render-target type, sampling, and mipmap settings.
173
191
  * @returns An operand whose `texture` holds the GPU result, or whose `factor` holds the CPU-folded constant
174
192
  */
175
- export declare function MultiplyTexturesAsync(name: string, a: ITextureProcessOperand, b: ITextureProcessOperand, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask): Promise<ITextureProcessOperand>;
193
+ export declare function MultiplyTexturesAsync(name: string, a: ITextureProcessOperand, b: ITextureProcessOperand, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask, outputOptions?: ITextureProcessorOutputOptions): Promise<ITextureProcessOperand>;
176
194
  /**
177
195
  * Take the component-wise maximum of two texture operands: `result = max(a, b)`.
178
196
  *
@@ -194,9 +212,10 @@ export declare function MultiplyTexturesAsync(name: string, a: ITextureProcessOp
194
212
  * result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to `TextureColorSpace.Linear`.
195
213
  * @param outputChannelMask - Optional bitmask of channels to write. Excluded color channels are set to
196
214
  * `0.0`; excluded alpha is set to `1.0`. Defaults to `ChannelMask.RGBA` (all channels written).
215
+ * @param outputOptions - Optional render-target type, sampling, and mipmap settings.
197
216
  * @returns An operand whose `texture` holds the GPU result, or whose `factor` holds the CPU-folded constant
198
217
  */
199
- export declare function MaxTexturesAsync(name: string, a: ITextureProcessOperand, b: ITextureProcessOperand, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask): Promise<ITextureProcessOperand>;
218
+ export declare function MaxTexturesAsync(name: string, a: ITextureProcessOperand, b: ITextureProcessOperand, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask, outputOptions?: ITextureProcessorOutputOptions): Promise<ITextureProcessOperand>;
200
219
  /**
201
220
  * Linearly interpolate between two texture operands: `result = mix(a, b, t)`.
202
221
  *
@@ -220,9 +239,10 @@ export declare function MaxTexturesAsync(name: string, a: ITextureProcessOperand
220
239
  * result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to `TextureColorSpace.Linear`.
221
240
  * @param outputChannelMask - Optional bitmask of channels to write. Excluded color channels are set to
222
241
  * `0.0`; excluded alpha is set to `1.0`. Defaults to `ChannelMask.RGBA` (all channels written).
242
+ * @param outputOptions - Optional render-target type, sampling, and mipmap settings.
223
243
  * @returns An operand whose `texture` holds the GPU result, or whose `factor` holds the CPU-folded constant
224
244
  */
225
- export declare function LerpTexturesAsync(name: string, a: ITextureProcessOperand, b: ITextureProcessOperand, t: ITextureProcessOperand, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask): Promise<ITextureProcessOperand>;
245
+ export declare function LerpTexturesAsync(name: string, a: ITextureProcessOperand, b: ITextureProcessOperand, t: ITextureProcessOperand, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask, outputOptions?: ITextureProcessorOutputOptions): Promise<ITextureProcessOperand>;
226
246
  /**
227
247
  * Invert selected channels of a texture operand: `result[ch] = 1 - input[ch]`.
228
248
  *
@@ -247,9 +267,10 @@ export declare function LerpTexturesAsync(name: string, a: ITextureProcessOperan
247
267
  * result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to `TextureColorSpace.Linear`.
248
268
  * @param outputChannelMask - Optional bitmask of channels to write. Excluded color channels are set to
249
269
  * `0.0`; excluded alpha is set to `1.0`. Defaults to `ChannelMask.RGBA` (all channels written).
270
+ * @param outputOptions - Optional render-target type, sampling, and mipmap settings.
250
271
  * @returns An operand whose `texture` holds the GPU result, or whose `factor` holds the CPU-folded constant
251
272
  */
252
- export declare function InvertTextureAsync(name: string, input: ITextureProcessOperand, scene: Scene, channels?: ChannelMask, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask): Promise<ITextureProcessOperand>;
273
+ export declare function InvertTextureAsync(name: string, input: ITextureProcessOperand, scene: Scene, channels?: ChannelMask, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask, outputOptions?: ITextureProcessorOutputOptions): Promise<ITextureProcessOperand>;
253
274
  /**
254
275
  * Extract the per-texel maximum channel value from a texture and broadcast it to all output
255
276
  * channels, producing a single-value (greyscale) texture in a single GPU pass.
@@ -279,9 +300,10 @@ export declare function InvertTextureAsync(name: string, input: ITextureProcessO
279
300
  * result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to `TextureColorSpace.Linear`.
280
301
  * @param outputChannelMask - Optional bitmask of channels to write. Excluded color channels are set to
281
302
  * `0.0`; excluded alpha is set to `1.0`. Defaults to `ChannelMask.RGBA` (all channels written).
303
+ * @param outputOptions - Optional render-target type, sampling, and mipmap settings.
282
304
  * @returns An operand whose `texture` holds the GPU result, or whose `factor` holds the CPU-folded constant
283
305
  */
284
- export declare function ExtractMaxChannelAsync(name: string, input: ITextureProcessOperand, scene: Scene, includeAlpha?: boolean, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask): Promise<ITextureProcessOperand>;
306
+ export declare function ExtractMaxChannelAsync(name: string, input: ITextureProcessOperand, scene: Scene, includeAlpha?: boolean, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask, outputOptions?: ITextureProcessorOutputOptions): Promise<ITextureProcessOperand>;
285
307
  /**
286
308
  * Extract a single channel from a texture and broadcast it to RGB (or all four components for
287
309
  * `TextureChannel.A`), producing a new texture. This is a convenience wrapper over
@@ -310,6 +332,7 @@ export declare function ExtractMaxChannelAsync(name: string, input: ITextureProc
310
332
  * result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to `TextureColorSpace.Linear`.
311
333
  * @param outputChannelMask - Optional bitmask of channels to write. Excluded color channels are set to
312
334
  * `0.0`; excluded alpha is set to `1.0`. Defaults to `ChannelMask.RGBA` (all channels written).
335
+ * @param outputOptions - Optional render-target type, sampling, and mipmap settings.
313
336
  * @returns An operand whose `texture` holds the GPU result, or whose `factor` holds the CPU-folded constant
314
337
  */
315
- export declare function ExtractChannelAsync(name: string, input: ITextureProcessOperand, channel: TextureChannel, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask): Promise<ITextureProcessOperand>;
338
+ export declare function ExtractChannelAsync(name: string, input: ITextureProcessOperand, channel: TextureChannel, scene: Scene, outputColorSpace?: TextureColorSpace, outputChannelMask?: ChannelMask, outputOptions?: ITextureProcessorOutputOptions): Promise<ITextureProcessOperand>;