@onerjs/core 8.56.4 → 9.0.0

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 (482) hide show
  1. package/Animations/animatable.core.js +36 -0
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animationGroup.pure.d.ts +61 -1
  4. package/Animations/animationGroup.pure.js +191 -2
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/index.d.ts +1 -0
  7. package/Animations/index.js +1 -0
  8. package/Animations/index.js.map +1 -1
  9. package/Animations/pure.d.ts +1 -0
  10. package/Animations/pure.js +1 -0
  11. package/Animations/pure.js.map +1 -1
  12. package/Animations/rootMotion.d.ts +560 -0
  13. package/Animations/rootMotion.js +1709 -0
  14. package/Animations/rootMotion.js.map +1 -0
  15. package/Animations/runtimeAnimation.d.ts +57 -0
  16. package/Animations/runtimeAnimation.js +127 -3
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.d.ts +2 -0
  19. package/Cameras/arcRotateCamera.pure.js +2 -0
  20. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  21. package/Cameras/targetCamera.pure.d.ts +2 -0
  22. package/Cameras/targetCamera.pure.js +7 -1
  23. package/Cameras/targetCamera.pure.js.map +1 -1
  24. package/Collisions/gpuPicker.js +5 -5
  25. package/Collisions/gpuPicker.js.map +1 -1
  26. package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
  27. package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
  29. package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
  31. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
  32. package/Engines/Extensions/engine.multiRender.pure.js +63 -0
  33. package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
  35. package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
  36. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
  37. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  38. package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
  39. package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
  40. package/Engines/Extensions/index.d.ts +1 -0
  41. package/Engines/Extensions/index.js +1 -0
  42. package/Engines/Extensions/index.js.map +1 -1
  43. package/Engines/Extensions/pure.d.ts +1 -1
  44. package/Engines/Extensions/pure.js +1 -1
  45. package/Engines/Extensions/pure.js.map +1 -1
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
  47. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  48. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
  49. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
  50. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  51. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  52. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  53. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  54. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  55. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  56. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  57. package/Engines/WebGPU/Extensions/index.js +1 -0
  58. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  59. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  60. package/Engines/WebGPU/Extensions/pure.js +1 -1
  61. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  62. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  63. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  64. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  65. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  66. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  67. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  68. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  69. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  70. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  71. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  72. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  73. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  74. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  75. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  76. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  77. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  78. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  79. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  80. package/Engines/abstractEngine.pure.d.ts +2 -0
  81. package/Engines/abstractEngine.pure.js +7 -3
  82. package/Engines/abstractEngine.pure.js.map +1 -1
  83. package/Engines/constants.d.ts +4 -0
  84. package/Engines/constants.js +4 -0
  85. package/Engines/constants.js.map +1 -1
  86. package/Engines/thinEngine.pure.d.ts +14 -0
  87. package/Engines/thinEngine.pure.js +48 -12
  88. package/Engines/thinEngine.pure.js.map +1 -1
  89. package/Engines/thinNativeEngine.pure.d.ts +1 -0
  90. package/Engines/thinNativeEngine.pure.js +7 -1
  91. package/Engines/thinNativeEngine.pure.js.map +1 -1
  92. package/Engines/thinWebGPUEngine.d.ts +4 -0
  93. package/Engines/thinWebGPUEngine.js +10 -1
  94. package/Engines/thinWebGPUEngine.js.map +1 -1
  95. package/Engines/webgpuEngine.pure.d.ts +5 -2
  96. package/Engines/webgpuEngine.pure.js +48 -13
  97. package/Engines/webgpuEngine.pure.js.map +1 -1
  98. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  99. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  100. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  101. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  102. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  103. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  104. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  105. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  106. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  107. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  108. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  109. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  110. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  111. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  112. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  113. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  114. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  115. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  116. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  117. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  118. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
  119. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
  120. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  121. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  122. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  124. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
  125. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  126. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  127. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  128. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  129. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  130. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  131. package/FlowGraph/flowGraph.d.ts +4 -0
  132. package/FlowGraph/flowGraph.js +38 -7
  133. package/FlowGraph/flowGraph.js.map +1 -1
  134. package/FlowGraph/flowGraphBlock.js +3 -0
  135. package/FlowGraph/flowGraphBlock.js.map +1 -1
  136. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  137. package/FlowGraph/flowGraphConnection.js +7 -0
  138. package/FlowGraph/flowGraphConnection.js.map +1 -1
  139. package/FlowGraph/flowGraphContext.d.ts +2 -1
  140. package/FlowGraph/flowGraphContext.js +4 -3
  141. package/FlowGraph/flowGraphContext.js.map +1 -1
  142. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  143. package/FlowGraph/flowGraphCoordinator.js +47 -16
  144. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  145. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  146. package/FlowGraph/flowGraphEventBlock.js +7 -0
  147. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  148. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  149. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  150. package/FlowGraph/flowGraphParser.js +60 -2
  151. package/FlowGraph/flowGraphParser.js.map +1 -1
  152. package/FlowGraph/serialization.d.ts +2 -0
  153. package/FlowGraph/serialization.js +10 -22
  154. package/FlowGraph/serialization.js.map +1 -1
  155. package/FlowGraph/typeDefinitions.d.ts +8 -0
  156. package/FlowGraph/typeDefinitions.js.map +1 -1
  157. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  158. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  159. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  160. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  161. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  162. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  163. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  164. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  165. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  166. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  167. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  168. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  169. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  170. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
  172. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  174. package/FrameGraph/Node/Blocks/index.js +1 -0
  175. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  176. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  177. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  178. package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
  179. package/FrameGraph/Node/Blocks/pure.js +1 -0
  180. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  181. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  182. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  183. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  184. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  185. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  186. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  187. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  188. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  189. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  190. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  191. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  192. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  193. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  194. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  195. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  196. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
  197. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  198. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  199. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  200. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  201. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  202. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  203. package/FrameGraph/frameGraphRenderContext.js +5 -5
  204. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  205. package/FrameGraph/index.d.ts +1 -0
  206. package/FrameGraph/index.js +1 -0
  207. package/FrameGraph/index.js.map +1 -1
  208. package/FrameGraph/pure.d.ts +1 -0
  209. package/FrameGraph/pure.js +1 -0
  210. package/FrameGraph/pure.js.map +1 -1
  211. package/Inputs/scene.inputManager.d.ts +4 -0
  212. package/Inputs/scene.inputManager.js +50 -8
  213. package/Inputs/scene.inputManager.js.map +1 -1
  214. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
  215. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  216. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
  217. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  218. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  219. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
  220. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  221. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
  222. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  223. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
  224. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  225. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
  226. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  227. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
  228. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  229. package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
  230. package/Materials/Node/nodeMaterial.pure.js +4 -0
  231. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  232. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  233. package/Materials/Node/nodeMaterialBuildState.js +25 -3
  234. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  235. package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
  236. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
  237. package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
  238. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
  239. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  240. package/Materials/Textures/baseTexture.pure.js +3 -0
  241. package/Materials/Textures/baseTexture.pure.js.map +1 -1
  242. package/Materials/Textures/cubeTexture.pure.js +1 -1
  243. package/Materials/Textures/cubeTexture.pure.js.map +1 -1
  244. package/Materials/Textures/internalTexture.d.ts +8 -1
  245. package/Materials/Textures/internalTexture.js +9 -2
  246. package/Materials/Textures/internalTexture.js.map +1 -1
  247. package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
  248. package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
  249. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  250. package/Materials/Textures/rawTexture3D.js +1 -1
  251. package/Materials/Textures/rawTexture3D.js.map +1 -1
  252. package/Materials/Textures/textureHelper.functions.d.ts +14 -0
  253. package/Materials/Textures/textureHelper.functions.js +24 -0
  254. package/Materials/Textures/textureHelper.functions.js.map +1 -1
  255. package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
  256. package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
  257. package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
  258. package/Materials/index.d.ts +1 -0
  259. package/Materials/index.js +1 -0
  260. package/Materials/index.js.map +1 -1
  261. package/Materials/materialHelper.geometryrendering.d.ts +46 -1
  262. package/Materials/materialHelper.geometryrendering.js +105 -8
  263. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  264. package/Materials/prepass.defines.d.ts +2 -0
  265. package/Materials/prepass.defines.js +2 -0
  266. package/Materials/prepass.defines.js.map +1 -1
  267. package/Materials/pure.d.ts +1 -0
  268. package/Materials/pure.js +1 -0
  269. package/Materials/pure.js.map +1 -1
  270. package/Materials/standardMaterial.pure.d.ts +2 -0
  271. package/Materials/standardMaterial.pure.js +6 -3
  272. package/Materials/standardMaterial.pure.js.map +1 -1
  273. package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
  274. package/Meshes/Builders/polygonBuilder.pure.js +4 -1
  275. package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
  276. package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
  277. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
  278. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
  279. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
  280. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
  281. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  282. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
  283. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
  284. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  285. package/Meshes/abstractMesh.pure.d.ts +18 -0
  286. package/Meshes/abstractMesh.pure.js +22 -0
  287. package/Meshes/abstractMesh.pure.js.map +1 -1
  288. package/Meshes/index.d.ts +1 -0
  289. package/Meshes/index.js +1 -0
  290. package/Meshes/index.js.map +1 -1
  291. package/Meshes/instancedMesh.pure.d.ts +5 -0
  292. package/Meshes/instancedMesh.pure.js +12 -0
  293. package/Meshes/instancedMesh.pure.js.map +1 -1
  294. package/Meshes/mesh.pure.js +23 -8
  295. package/Meshes/mesh.pure.js.map +1 -1
  296. package/Meshes/meshBlendingTag.d.ts +47 -0
  297. package/Meshes/meshBlendingTag.js +64 -0
  298. package/Meshes/meshBlendingTag.js.map +1 -0
  299. package/Meshes/polygonMesh.js +2 -2
  300. package/Meshes/polygonMesh.js.map +1 -1
  301. package/Meshes/pure.d.ts +1 -0
  302. package/Meshes/pure.js +1 -0
  303. package/Meshes/pure.js.map +1 -1
  304. package/Misc/fileTools.pure.js +21 -0
  305. package/Misc/fileTools.pure.js.map +1 -1
  306. package/Misc/snapshotRenderingHelper.js +2 -2
  307. package/Misc/snapshotRenderingHelper.js.map +1 -1
  308. package/Misc/tools.pure.js +1 -1
  309. package/Misc/tools.pure.js.map +1 -1
  310. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  311. package/Particles/gpuParticleSystem.pure.js +89 -28
  312. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  313. package/Particles/thinParticleSystem.pure.d.ts +2 -0
  314. package/Particles/thinParticleSystem.pure.js +84 -19
  315. package/Particles/thinParticleSystem.pure.js.map +1 -1
  316. package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
  317. package/Particles/webgl2ParticleSystem.pure.js +12 -4
  318. package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
  319. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
  320. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
  321. package/PostProcesses/index.d.ts +2 -0
  322. package/PostProcesses/index.js +2 -0
  323. package/PostProcesses/index.js.map +1 -1
  324. package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
  325. package/PostProcesses/meshBlendingBlueNoise.js +77 -0
  326. package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
  327. package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
  328. package/PostProcesses/meshBlendingPostProcess.js +315 -0
  329. package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
  330. package/PostProcesses/pure.d.ts +2 -0
  331. package/PostProcesses/pure.js +2 -0
  332. package/PostProcesses/pure.js.map +1 -1
  333. package/PostProcesses/thinMeshBlendingPostProcess.d.ts +339 -0
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { objectIdFunctions } from \"./ShadersInclude/objectIdFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { mrtFragmentDeclaration } from \"./ShadersInclude/mrtFragmentDeclaration\";\nimport { bumpFragmentMainFunctions } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { samplerFragmentDeclaration } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { bumpFragmentFunctions } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { pbrFragmentReflectionDeclaration } from \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport { sceneFragmentDeclaration } from \"./ShadersInclude/sceneFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { pbrBRDFFunctions } from \"./ShadersInclude/pbrBRDFFunctions\";\nimport { openpbrDielectricReflectance } from \"./ShadersInclude/openpbrDielectricReflectance\";\nimport { pbrIBLFunctions } from \"./ShadersInclude/pbrIBLFunctions\";\nimport { reflectionFunction } from \"./ShadersInclude/reflectionFunction\";\nimport { openpbrGeometryInfo } from \"./ShadersInclude/openpbrGeometryInfo\";\nimport { openpbrIblFunctions } from \"./ShadersInclude/openpbrIblFunctions\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragment } from \"./ShadersInclude/bumpFragment\";\nimport { openpbrSubsurfaceLayerData } from \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport { openpbrTransmissionLayerData } from \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#else\n#ifdef METALLIC_TEXTURE\nuniform sampler2D metallicSampler;varying vec2 vMetallicUV;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nuniform sampler2D roughnessSampler;varying vec2 vRoughnessUV;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef OBJECT_ID\nuniform float objectId;\n#include<objectIdFunctions>\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<__decl__sceneFragment>\nuniform mat4 reflectionMatrix;uniform vec2 vReflectionInfos;uniform vec3 vReflectionDominantDirection;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nuniform sampler2D iblShadowSampler;uniform vec2 shadowTextureSize;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform float vSubsurfaceWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform float vSubsurfaceScatterAnisotropy;uniform float vTransmissionWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform float vTransmissionScatterAnisotropy;\n#endif\n#endif\n#endif\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef OBJECT_ID\ngl_FragData[OBJECT_ID_INDEX]=encodeObjectId(objectId);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=texture2D(metallicSampler,vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=texture2D(roughnessSampler,vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#ifdef IRRADIANCE\nvec3 irradiance=vec3(0.0);float irradiance_alpha=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\n#ifndef BUMP\nvec2 uvOffset=vec2(0.0);\n#endif\nvec3 vSubsurfaceColor=vec3(1.0);float vSubsurfaceRadius=0.0;vec3 vSubsurfaceRadiusScale=vec3(1.0);\n#include<openpbrSubsurfaceLayerData>\nfloat vTransmissionDepth=1.0;vec3 vTransmissionColor=vec3(1.0);vec3 vTransmissionScatter=vec3(0.0);float vTransmissionDispersionScale=0.0;float vTransmissionDispersionAbbeNumber=0.0;\n#include<openpbrTransmissionLayerData>\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nvec3 iblShadowValue=texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).rgb;\n#else\nvec3 iblShadowValue=vec3(texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nfloat bendAmount=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);bendAmount=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);vec3 viewVector=normalize(vEyePosition.xyz-vPositionW.xyz);vec3 bentNormal=mix(normalOutput,viewVector,bendAmount*dot(normalOutput,viewVector));\n#else\nvec3 bentNormal=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,vViewPos.xyz\n,1.0\n,vec3(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\ngl_FragData[IRRADIANCE_INDEX]=vec4(irradiance,irradiance_alpha);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [objectIdFunctions, clipPlaneFragmentDeclaration, mrtFragmentDeclaration, bumpFragmentMainFunctions, samplerFragmentDeclaration, bumpFragmentFunctions, helperFunctions, pbrFragmentReflectionDeclaration, sceneFragmentDeclaration, sceneUboDeclaration, pbrBRDFFunctions, openpbrDielectricReflectance, pbrIBLFunctions, reflectionFunction, openpbrGeometryInfo, openpbrIblFunctions, clipPlaneFragment, bumpFragment, openpbrSubsurfaceLayerData, openpbrTransmissionLayerData];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,iBAAiB,EAAE,MAAM,oCAAoC,CAAC;AACvE,OAAO,EAAE,4BAA4B,EAAE,MAAM,+CAA+C,CAAC;AAC7F,OAAO,EAAE,sBAAsB,EAAE,MAAM,yCAAyC,CAAC;AACjF,OAAO,EAAE,yBAAyB,EAAE,MAAM,4CAA4C,CAAC;AACvF,OAAO,EAAE,0BAA0B,EAAE,MAAM,6CAA6C,CAAC;AACzF,OAAO,EAAE,qBAAqB,EAAE,MAAM,wCAAwC,CAAC;AAC/E,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,gCAAgC,EAAE,MAAM,mDAAmD,CAAC;AACrG,OAAO,EAAE,wBAAwB,EAAE,MAAM,2CAA2C,CAAC;AACrF,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AACrE,OAAO,EAAE,4BAA4B,EAAE,MAAM,+CAA+C,CAAC;AAC7F,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,kBAAkB,EAAE,MAAM,qCAAqC,CAAC;AACzE,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,iBAAiB,EAAE,MAAM,oCAAoC,CAAC;AACvE,OAAO,EAAE,YAAY,EAAE,MAAM,+BAA+B,CAAC;AAC7D,OAAO,EAAE,0BAA0B,EAAE,MAAM,6CAA6C,CAAC;AACzF,OAAO,EAAE,4BAA4B,EAAE,MAAM,+CAA+C,CAAC;AAE7F,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Pd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,iBAAiB,EAAE,4BAA4B,EAAE,sBAAsB,EAAE,yBAAyB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,eAAe,EAAE,gCAAgC,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,4BAA4B,EAAE,eAAe,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,iBAAiB,EAAE,YAAY,EAAE,0BAA0B,EAAE,4BAA4B,CAAC,CAAC;AACre,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { objectIdFunctions } from \"./ShadersInclude/objectIdFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { mrtFragmentDeclaration } from \"./ShadersInclude/mrtFragmentDeclaration\";\nimport { bumpFragmentMainFunctions } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { samplerFragmentDeclaration } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { bumpFragmentFunctions } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { pbrFragmentReflectionDeclaration } from \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport { sceneFragmentDeclaration } from \"./ShadersInclude/sceneFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { pbrBRDFFunctions } from \"./ShadersInclude/pbrBRDFFunctions\";\nimport { openpbrDielectricReflectance } from \"./ShadersInclude/openpbrDielectricReflectance\";\nimport { pbrIBLFunctions } from \"./ShadersInclude/pbrIBLFunctions\";\nimport { reflectionFunction } from \"./ShadersInclude/reflectionFunction\";\nimport { openpbrGeometryInfo } from \"./ShadersInclude/openpbrGeometryInfo\";\nimport { openpbrIblFunctions } from \"./ShadersInclude/openpbrIblFunctions\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragment } from \"./ShadersInclude/bumpFragment\";\nimport { openpbrSubsurfaceLayerData } from \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport { openpbrTransmissionLayerData } from \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#else\n#ifdef METALLIC_TEXTURE\nuniform sampler2D metallicSampler;varying vec2 vMetallicUV;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nuniform sampler2D roughnessSampler;varying vec2 vRoughnessUV;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;uniform float alphaCutOff;\n#endif\n#ifdef OBJECT_ID\nuniform float objectId;\n#include<objectIdFunctions>\n#endif\n#ifdef MESH_BLEND_TAG\nuniform int meshBlendTag;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<__decl__sceneFragment>\nuniform mat4 reflectionMatrix;uniform vec2 vReflectionInfos;uniform vec3 vReflectionDominantDirection;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nuniform sampler2D iblShadowSampler;uniform vec2 shadowTextureSize;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform float vSubsurfaceWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform float vSubsurfaceScatterAnisotropy;uniform float vTransmissionWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform float vTransmissionScatterAnisotropy;\n#endif\n#endif\n#endif\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<alphaCutOff)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(DEPTH_INDEX,vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0));\n#endif\n#ifdef NORMAL\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(NORMAL_INDEX,vec4(normalOutput,1.0));\n#endif\n#ifdef SCREENSPACE_DEPTH\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(SCREENSPACE_DEPTH_INDEX,vec4(gl_FragCoord.z,0.0,0.0,1.0));\n#endif\n#ifdef POSITION\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(POSITION_INDEX,vec4(vPositionW,1.0));\n#endif\n#ifdef OBJECT_ID\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(OBJECT_ID_INDEX,encodeObjectId(objectId));\n#endif\n#ifdef MESH_BLEND_TAG\nmeshBlendTagOutput=uvec4(uint(meshBlendTag),0u,0u,0u);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;WRITE_GEOMETRY_FRAGMENT_OUTPUT(VELOCITY_INDEX,vec4(velocity,0.0,1.0));\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));WRITE_GEOMETRY_FRAGMENT_OUTPUT(VELOCITY_LINEAR_INDEX,vec4(velocity,0.0,1.0));\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=texture2D(metallicSampler,vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=texture2D(roughnessSampler,vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(REFLECTIVITY_INDEX,reflectivity);\n#endif\n#ifdef IRRADIANCE\nvec3 irradiance=vec3(0.0);float irradiance_alpha=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\n#ifndef BUMP\nvec2 uvOffset=vec2(0.0);\n#endif\nvec3 vSubsurfaceColor=vec3(1.0);float vSubsurfaceRadius=0.0;vec3 vSubsurfaceRadiusScale=vec3(1.0);\n#include<openpbrSubsurfaceLayerData>\nfloat vTransmissionDepth=1.0;vec3 vTransmissionColor=vec3(1.0);vec3 vTransmissionScatter=vec3(0.0);float vTransmissionDispersionScale=0.0;float vTransmissionDispersionAbbeNumber=0.0;\n#include<openpbrTransmissionLayerData>\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nvec3 iblShadowValue=texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).rgb;\n#else\nvec3 iblShadowValue=vec3(texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nfloat bendAmount=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);bendAmount=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);vec3 viewVector=normalize(vEyePosition.xyz-vPositionW.xyz);vec3 bentNormal=mix(normalOutput,viewVector,bendAmount*dot(normalOutput,viewVector));\n#else\nvec3 bentNormal=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,vViewPos.xyz\n,1.0\n,vec3(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(IRRADIANCE_INDEX,vec4(irradiance,irradiance_alpha));\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [objectIdFunctions, clipPlaneFragmentDeclaration, mrtFragmentDeclaration, bumpFragmentMainFunctions, samplerFragmentDeclaration, bumpFragmentFunctions, helperFunctions, pbrFragmentReflectionDeclaration, sceneFragmentDeclaration, sceneUboDeclaration, pbrBRDFFunctions, openpbrDielectricReflectance, pbrIBLFunctions, reflectionFunction, openpbrGeometryInfo, openpbrIblFunctions, clipPlaneFragment, bumpFragment, openpbrSubsurfaceLayerData, openpbrTransmissionLayerData];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
@@ -1,5 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import { objectIdFunctions } from "./ShadersInclude/objectIdFunctions.js";
4
+ import { prePassDeclaration } from "./ShadersInclude/prePassDeclaration.js";
3
5
  import { clipPlaneFragmentDeclaration2 } from "./ShadersInclude/clipPlaneFragmentDeclaration2.js";
4
6
  import { imageProcessingDeclaration } from "./ShadersInclude/imageProcessingDeclaration.js";
5
7
  import { logDepthDeclaration } from "./ShadersInclude/logDepthDeclaration.js";
@@ -9,12 +11,27 @@ import { fogFragmentDeclaration } from "./ShadersInclude/fogFragmentDeclaration.
9
11
  import { clipPlaneFragment } from "./ShadersInclude/clipPlaneFragment.js";
10
12
  import { logDepthFragment } from "./ShadersInclude/logDepthFragment.js";
11
13
  import { fogFragment } from "./ShadersInclude/fogFragment.js";
14
+ import { geometryRenderingFragment } from "./ShadersInclude/geometryRenderingFragment.js";
12
15
  const name = "gpuRenderParticlesPixelShader";
13
16
  const shader = `precision highp float;
14
17
  #ifdef LOGARITHMICDEPTH
15
18
  #extension GL_EXT_frag_depth : enable
16
19
  #endif
17
20
  uniform sampler2D diffuseSampler;varying vec2 vUV;varying vec4 vColor;
21
+ #ifdef PREPASS
22
+ uniform float geometryZeroAlphaDiscard;
23
+ #ifdef PREPASS_POSITION
24
+ varying vec3 vGeometryPositionW;
25
+ #endif
26
+ #ifdef PREPASS_WORLD_NORMAL
27
+ varying vec3 vGeometryNormalW;
28
+ #endif
29
+ #ifdef PREPASS_NORMAL
30
+ varying vec3 vGeometryNormalV;
31
+ #endif
32
+ #endif
33
+ #define PREPASS_VELOCITY_ZERO
34
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
18
35
  #include<clipPlaneFragmentDeclaration2>
19
36
  #include<imageProcessingDeclaration>
20
37
  #include<logDepthDeclaration>
@@ -24,6 +41,9 @@ uniform sampler2D diffuseSampler;varying vec2 vUV;varying vec4 vColor;
24
41
  void main() {
25
42
  #include<clipPlaneFragment>
26
43
  vec4 textureColor=texture2D(diffuseSampler,vUV);gl_FragColor=textureColor*vColor;
44
+ #ifdef PREPASS
45
+ vec3 geometryAlbedo=toLinearSpace(gl_FragColor.rgb);
46
+ #endif
27
47
  #ifdef BLENDMULTIPLYMODE
28
48
  float alpha=vColor.a*textureColor.a;gl_FragColor.rgb=gl_FragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);
29
49
  #endif
@@ -36,13 +56,35 @@ gl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);
36
56
  gl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);gl_FragColor=applyImageProcessing(gl_FragColor);
37
57
  #endif
38
58
  #endif
59
+ #ifdef PREPASS
60
+ vec4 geometryColor=gl_FragColor;if (geometryColor.a<=0.0 && geometryZeroAlphaDiscard>0.0) {discard;}
61
+ #ifdef PREPASS_POSITION
62
+ vec3 geometryPositionW=vGeometryPositionW;
63
+ #endif
64
+ #ifdef PREPASS_LOCAL_POSITION
65
+ vec3 geometryPositionL=vPosition;
66
+ #endif
67
+ #ifdef PREPASS_DEPTH
68
+ float geometryViewDepth=vViewPos.z;
69
+ #endif
70
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
71
+ float geometryNormalizedViewDepth=vNormViewDepth;
72
+ #endif
73
+ #ifdef PREPASS_NORMAL
74
+ vec3 geometryNormalV=normalize(vGeometryNormalV);
75
+ #endif
76
+ #ifdef PREPASS_WORLD_NORMAL
77
+ vec3 geometryNormalW=normalize(vGeometryNormalW);
78
+ #endif
79
+ #include<geometryRenderingFragment>
80
+ #endif
39
81
  }
40
82
  `;
41
83
  // Sideeffect
42
84
  if (!ShaderStore.ShadersStore[name]) {
43
85
  ShaderStore.ShadersStore[name] = shader;
44
86
  }
45
- const includes = [clipPlaneFragmentDeclaration2, imageProcessingDeclaration, logDepthDeclaration, helperFunctions, imageProcessingFunctions, fogFragmentDeclaration, clipPlaneFragment, logDepthFragment, fogFragment];
87
+ const includes = [objectIdFunctions, prePassDeclaration, clipPlaneFragmentDeclaration2, imageProcessingDeclaration, logDepthDeclaration, helperFunctions, imageProcessingFunctions, fogFragmentDeclaration, clipPlaneFragment, logDepthFragment, fogFragment, geometryRenderingFragment];
46
88
  for (const inc of includes) {
47
89
  if (!ShaderStore.IncludesShadersStore[inc.name]) {
48
90
  ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
@@ -1 +1 @@
1
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1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { objectIdFunctions } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclaration } from \"./ShadersInclude/prePassDeclaration\";\nimport { clipPlaneFragmentDeclaration2 } from \"./ShadersInclude/clipPlaneFragmentDeclaration2\";\nimport { imageProcessingDeclaration } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { logDepthDeclaration } from \"./ShadersInclude/logDepthDeclaration\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { imageProcessingFunctions } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { fogFragmentDeclaration } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { logDepthFragment } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"./ShadersInclude/fogFragment\";\nimport { geometryRenderingFragment } from \"./ShadersInclude/geometryRenderingFragment\";\n\nconst name = \"gpuRenderParticlesPixelShader\";\nconst shader = `precision highp float;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform sampler2D diffuseSampler;varying vec2 vUV;varying vec4 vColor;\n#ifdef PREPASS\nuniform float geometryZeroAlphaDiscard;\n#ifdef PREPASS_POSITION\nvarying vec3 vGeometryPositionW;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvarying vec3 vGeometryNormalW;\n#endif\n#ifdef PREPASS_NORMAL\nvarying vec3 vGeometryNormalV;\n#endif\n#endif\n#define PREPASS_VELOCITY_ZERO\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#include<fogFragmentDeclaration>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture2D(diffuseSampler,vUV);gl_FragColor=textureColor*vColor;\n#ifdef PREPASS\nvec3 geometryAlbedo=toLinearSpace(gl_FragColor.rgb);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;gl_FragColor.rgb=gl_FragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);\n#endif \n#include<logDepthFragment>\n#include<fogFragment>(color,gl_FragColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);gl_FragColor=applyImageProcessing(gl_FragColor);\n#endif\n#endif\n#ifdef PREPASS\nvec4 geometryColor=gl_FragColor;if (geometryColor.a<=0.0 && geometryZeroAlphaDiscard>0.0) {discard;}\n#ifdef PREPASS_POSITION\nvec3 geometryPositionW=vGeometryPositionW;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvec3 geometryPositionL=vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nfloat geometryViewDepth=vViewPos.z;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfloat geometryNormalizedViewDepth=vNormViewDepth;\n#endif\n#ifdef PREPASS_NORMAL\nvec3 geometryNormalV=normalize(vGeometryNormalV);\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvec3 geometryNormalW=normalize(vGeometryNormalW);\n#endif\n#include<geometryRenderingFragment>\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [objectIdFunctions, prePassDeclaration, clipPlaneFragmentDeclaration2, imageProcessingDeclaration, logDepthDeclaration, helperFunctions, imageProcessingFunctions, fogFragmentDeclaration, clipPlaneFragment, logDepthFragment, fogFragment, geometryRenderingFragment];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gpuRenderParticlesPixelShader = { name, shader };\n"]}
@@ -11,6 +11,30 @@ const shader = `precision highp float;uniform mat4 view;uniform mat4 projection;
11
11
  #ifdef LOCAL
12
12
  uniform mat4 emitterWM;
13
13
  #endif
14
+ #ifdef PREPASS
15
+ uniform vec2 cameraInfo;
16
+ #ifdef LOCAL
17
+ uniform mat4 inverseEmitterWM;
18
+ #endif
19
+ #ifdef PREPASS_POSITION
20
+ varying vec3 vGeometryPositionW;
21
+ #endif
22
+ #ifdef PREPASS_WORLD_NORMAL
23
+ varying vec3 vGeometryNormalW;
24
+ #endif
25
+ #ifdef PREPASS_NORMAL
26
+ varying vec3 vGeometryNormalV;
27
+ #endif
28
+ #ifdef PREPASS_LOCAL_POSITION
29
+ varying vec3 vPosition;
30
+ #endif
31
+ #ifdef PREPASS_DEPTH
32
+ varying vec3 vViewPos;
33
+ #endif
34
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
35
+ varying float vNormViewDepth;
36
+ #endif
37
+ #endif
14
38
  attribute vec3 position;attribute float age;attribute float life;attribute vec3 size;
15
39
  #if !defined(BILLBOARD) || defined(BILLBOARDSTRETCHED_LOCAL)
16
40
  attribute vec3 initialDirection;
@@ -43,35 +67,40 @@ uniform vec3 sheetInfos;
43
67
  #ifdef BILLBOARD
44
68
  uniform vec3 eyePosition;
45
69
  #endif
46
- vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;
70
+ vec3 particleBasePosition() {
47
71
  #ifdef LOCAL
48
- return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;
72
+ return (emitterWM*vec4(position,1.0)).xyz+worldOffset;
49
73
  #else
50
- return (position+worldOffset)+alignedCorner;
74
+ return position+worldOffset;
51
75
  #endif
52
76
  }
77
+ vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return particleBasePosition()+alignedCorner;}
53
78
  #ifdef BILLBOARDSTRETCHED
54
- vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);
79
+ vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {
55
80
  #ifdef BILLBOARDSTRETCHED_LOCAL
56
- vec3 normalizedCrossDirToCamera=normalize(cross(normalize(initialDirection),normalizedToCamera));
81
+ vec3 stretchDirection=initialDirection;
57
82
  #else
58
- vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));
83
+ vec3 stretchDirection=direction;
59
84
  #endif
60
- vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);
85
+ vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(stretchDirection),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);
61
86
  #ifdef BILLBOARDSTRETCHED_LOCAL
62
- vec3 row1=normalize(initialDirection);
87
+ vec3 row1=normalize(stretchDirection);
63
88
  #else
64
89
  vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);
65
90
  #endif
66
- mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;
67
- #ifdef LOCAL
68
- return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;
91
+ mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return particleBasePosition()+alignedCorner;}
92
+ vec3 stretchedNormal(vec3 toCamera,vec3 stretchDirection) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(stretchDirection),normalizedToCamera));
93
+ #ifdef BILLBOARDSTRETCHED_LOCAL
94
+ vec3 row1=normalize(stretchDirection);
69
95
  #else
70
- return (position+worldOffset)+alignedCorner;
96
+ vec3 row1=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));
71
97
  #endif
72
- }
98
+ return normalize(cross(normalizedCrossDirToCamera,row1));}
73
99
  #endif
74
100
  void main() {
101
+ #ifdef PREPASS
102
+ vec3 geometryNormalW;
103
+ #endif
75
104
  #ifdef EMITRATECTRL
76
105
  if (life>0.0 && age>=life) {gl_Position=vec4(0.0,0.0,2.0,1.0);vColor=vec4(0.0);
77
106
  vUV=vec2(0.0);vPositionW=vec3(0.0);return;}
@@ -95,9 +124,21 @@ vec2 cornerPos=(offset-translationPivot)*size.yz*size.x;
95
124
  #ifdef BILLBOARD
96
125
  vec4 rotatedCorner;rotatedCorner.w=0.;
97
126
  #ifdef BILLBOARDY
98
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));
127
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);
128
+ #ifdef PREPASS
129
+ geometryNormalW=normalize(yaxis);
130
+ #endif
131
+ vec4 viewPosition=(view*vec4(vPositionW,1.0));
99
132
  #elif defined(BILLBOARDSTRETCHED)
100
- rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));
133
+ rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);
134
+ #ifdef PREPASS
135
+ #ifdef BILLBOARDSTRETCHED_LOCAL
136
+ geometryNormalW=stretchedNormal(toCamera,initialDirection);
137
+ #else
138
+ geometryNormalW=stretchedNormal(toCamera,direction);
139
+ #endif
140
+ #endif
141
+ vec4 viewPosition=(view*vec4(vPositionW,1.0));
101
142
  #else
102
143
  rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;
103
144
  #ifdef LOCAL
@@ -106,9 +147,16 @@ vec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0
106
147
  vec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;
107
148
  #endif
108
149
  vPositionW=(invView*viewPosition).xyz;
150
+ #ifdef PREPASS
151
+ geometryNormalW=normalize((invView*vec4(0.0,0.0,1.0,0.0)).xyz);
152
+ #endif
109
153
  #endif
110
154
  #else
111
- vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);
155
+ vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);
156
+ #ifdef PREPASS
157
+ geometryNormalW=yaxis;
158
+ #endif
159
+ vec4 viewPosition=view*vec4(vPositionW,1.0);
112
160
  #endif
113
161
  gl_Position=projection*viewPosition;
114
162
  #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)
@@ -117,6 +165,38 @@ vec4 worldPos=vec4(vPositionW,1.0);
117
165
  #include<clipPlaneVertex>
118
166
  #include<fogVertex>
119
167
  #include<logDepthVertex>
168
+ #ifdef PREPASS
169
+ vec4 geometryViewPosition=view*vec4(vPositionW,1.0);
170
+ #if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)
171
+ vec3 geometryNormalV=normalize((view*vec4(geometryNormalW,0.0)).xyz);vec3 geometryViewDirection=projection[3][3]==0.0 ? geometryViewPosition.xyz : vec3(0.0,0.0,geometryViewPosition.z);if (dot(geometryNormalV,geometryViewDirection)>0.0) {geometryNormalV=-geometryNormalV;geometryNormalW=-geometryNormalW;}
172
+ #endif
173
+ #ifdef PREPASS_POSITION
174
+ vGeometryPositionW=vPositionW;
175
+ #endif
176
+ #ifdef PREPASS_WORLD_NORMAL
177
+ vGeometryNormalW=normalize(geometryNormalW);
178
+ #endif
179
+ #ifdef PREPASS_NORMAL
180
+ vGeometryNormalV=geometryNormalV;
181
+ #endif
182
+ #ifdef PREPASS_LOCAL_POSITION
183
+ #ifdef LOCAL
184
+ vec3 geometryRenderPosition=vPositionW;
185
+ #if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)
186
+ geometryRenderPosition=particleBasePosition()+(invView*vec4(rotatedCorner.xyz,0.0)).xyz;
187
+ #endif
188
+ vPosition=(inverseEmitterWM*vec4(geometryRenderPosition-worldOffset,1.0)).xyz;
189
+ #else
190
+ vPosition=vPositionW;
191
+ #endif
192
+ #endif
193
+ #ifdef PREPASS_DEPTH
194
+ vViewPos=geometryViewPosition.xyz;
195
+ #endif
196
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
197
+ vNormViewDepth=(geometryViewPosition.z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);
198
+ #endif
199
+ #endif
120
200
  }`;
121
201
  // Sideeffect
122
202
  if (!ShaderStore.ShadersStore[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,2BAA2B,EAAE,MAAM,8CAA8C,CAAC;AAC3F,OAAO,EAAE,oBAAoB,EAAE,MAAM,uCAAuC,CAAC;AAC7E,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,iCAAiC,CAAC;AAEjE,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Gb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,2BAA2B,EAAE,oBAAoB,EAAE,mBAAmB,EAAE,eAAe,EAAE,SAAS,EAAE,cAAc,CAAC,CAAC;AACtI,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { clipPlaneVertexDeclaration2 } from \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport { fogVertexDeclaration } from \"./ShadersInclude/fogVertexDeclaration\";\nimport { logDepthDeclaration } from \"./ShadersInclude/logDepthDeclaration\";\nimport { clipPlaneVertex } from \"./ShadersInclude/clipPlaneVertex\";\nimport { fogVertex } from \"./ShadersInclude/fogVertex\";\nimport { logDepthVertex } from \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\nattribute vec3 position;attribute float age;attribute float life;attribute vec3 size;\n#if !defined(BILLBOARD) || defined(BILLBOARDSTRETCHED_LOCAL)\nattribute vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\nattribute float angle;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\nattribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#ifdef COLORGRADIENTS_COLOR2\nattribute vec4 seed;\n#endif\n#else\nuniform vec4 colorDead;attribute vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(initialDirection),normalizedToCamera));\n#else\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\n#endif\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=normalize(initialDirection);\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#endif\nvoid main() {\n#ifdef EMITRATECTRL\nif (life>0.0 && age>=life) {gl_Position=vec4(0.0,0.0,2.0,1.0);vColor=vec4(0.0); \nvUV=vec2(0.0);vPositionW=vec3(0.0);return;}\n#endif\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=min(1.0,age/life);\n#ifdef COLORGRADIENTS\n#ifdef COLORGRADIENTS_COLOR2\nvec4 vColor1=texture2D(colorGradientSampler,vec2(ratio,0.25));vec4 vColor2=texture2D(colorGradientSampler,vec2(ratio,0.75));vColor=mix(vColor1,vColor2,seed.x);\n#else\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#endif\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [clipPlaneVertexDeclaration2, fogVertexDeclaration, logDepthDeclaration, clipPlaneVertex, fogVertex, logDepthVertex];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,2BAA2B,EAAE,MAAM,8CAA8C,CAAC;AAC3F,OAAO,EAAE,oBAAoB,EAAE,MAAM,uCAAuC,CAAC;AAC7E,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,iCAAiC,CAAC;AAEjE,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Lb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,2BAA2B,EAAE,oBAAoB,EAAE,mBAAmB,EAAE,eAAe,EAAE,SAAS,EAAE,cAAc,CAAC,CAAC;AACtI,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { clipPlaneVertexDeclaration2 } from \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport { fogVertexDeclaration } from \"./ShadersInclude/fogVertexDeclaration\";\nimport { logDepthDeclaration } from \"./ShadersInclude/logDepthDeclaration\";\nimport { clipPlaneVertex } from \"./ShadersInclude/clipPlaneVertex\";\nimport { fogVertex } from \"./ShadersInclude/fogVertex\";\nimport { logDepthVertex } from \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\n#ifdef PREPASS\nuniform vec2 cameraInfo;\n#ifdef LOCAL\nuniform mat4 inverseEmitterWM;\n#endif\n#ifdef PREPASS_POSITION\nvarying vec3 vGeometryPositionW;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvarying vec3 vGeometryNormalW;\n#endif\n#ifdef PREPASS_NORMAL\nvarying vec3 vGeometryNormalV;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying float vNormViewDepth;\n#endif\n#endif\nattribute vec3 position;attribute float age;attribute float life;attribute vec3 size;\n#if !defined(BILLBOARD) || defined(BILLBOARDSTRETCHED_LOCAL)\nattribute vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\nattribute float angle;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\nattribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#ifdef COLORGRADIENTS_COLOR2\nattribute vec4 seed;\n#endif\n#else\nuniform vec4 colorDead;attribute vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 particleBasePosition() {\n#ifdef LOCAL\nreturn (emitterWM*vec4(position,1.0)).xyz+worldOffset;\n#else\nreturn position+worldOffset;\n#endif\n}\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return particleBasePosition()+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 stretchDirection=initialDirection;\n#else\nvec3 stretchDirection=direction;\n#endif\nvec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(stretchDirection),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=normalize(stretchDirection);\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return particleBasePosition()+alignedCorner;}\nvec3 stretchedNormal(vec3 toCamera,vec3 stretchDirection) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(stretchDirection),normalizedToCamera));\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=normalize(stretchDirection);\n#else\nvec3 row1=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\n#endif\nreturn normalize(cross(normalizedCrossDirToCamera,row1));}\n#endif\nvoid main() {\n#ifdef PREPASS\nvec3 geometryNormalW;\n#endif\n#ifdef EMITRATECTRL\nif (life>0.0 && age>=life) {gl_Position=vec4(0.0,0.0,2.0,1.0);vColor=vec4(0.0); \nvUV=vec2(0.0);vPositionW=vec3(0.0);return;}\n#endif\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=min(1.0,age/life);\n#ifdef COLORGRADIENTS\n#ifdef COLORGRADIENTS_COLOR2\nvec4 vColor1=texture2D(colorGradientSampler,vec2(ratio,0.25));vec4 vColor2=texture2D(colorGradientSampler,vec2(ratio,0.75));vColor=mix(vColor1,vColor2,seed.x);\n#else\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#endif\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);\n#ifdef PREPASS\ngeometryNormalW=normalize(yaxis);\n#endif\nvec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);\n#ifdef PREPASS\n#ifdef BILLBOARDSTRETCHED_LOCAL\ngeometryNormalW=stretchedNormal(toCamera,initialDirection);\n#else\ngeometryNormalW=stretchedNormal(toCamera,direction);\n#endif\n#endif\nvec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#ifdef PREPASS\ngeometryNormalW=normalize((invView*vec4(0.0,0.0,1.0,0.0)).xyz);\n#endif\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);\n#ifdef PREPASS\ngeometryNormalW=yaxis;\n#endif\nvec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#ifdef PREPASS\nvec4 geometryViewPosition=view*vec4(vPositionW,1.0);\n#if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)\nvec3 geometryNormalV=normalize((view*vec4(geometryNormalW,0.0)).xyz);vec3 geometryViewDirection=projection[3][3]==0.0 ? geometryViewPosition.xyz : vec3(0.0,0.0,geometryViewPosition.z);if (dot(geometryNormalV,geometryViewDirection)>0.0) {geometryNormalV=-geometryNormalV;geometryNormalW=-geometryNormalW;}\n#endif\n#ifdef PREPASS_POSITION\nvGeometryPositionW=vPositionW;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvGeometryNormalW=normalize(geometryNormalW);\n#endif\n#ifdef PREPASS_NORMAL\nvGeometryNormalV=geometryNormalV;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\n#ifdef LOCAL\nvec3 geometryRenderPosition=vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\ngeometryRenderPosition=particleBasePosition()+(invView*vec4(rotatedCorner.xyz,0.0)).xyz;\n#endif\nvPosition=(inverseEmitterWM*vec4(geometryRenderPosition-worldOffset,1.0)).xyz;\n#else\nvPosition=vPositionW;\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nvViewPos=geometryViewPosition.xyz;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvNormViewDepth=(geometryViewPosition.z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [clipPlaneVertexDeclaration2, fogVertexDeclaration, logDepthDeclaration, clipPlaneVertex, fogVertex, logDepthVertex];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const meshBlendingPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };