@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.
- package/Animations/animatable.core.js +36 -0
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationGroup.pure.d.ts +61 -1
- package/Animations/animationGroup.pure.js +191 -2
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/Animations/pure.d.ts +1 -0
- package/Animations/pure.js +1 -0
- package/Animations/pure.js.map +1 -1
- package/Animations/rootMotion.d.ts +560 -0
- package/Animations/rootMotion.js +1709 -0
- package/Animations/rootMotion.js.map +1 -0
- package/Animations/runtimeAnimation.d.ts +57 -0
- package/Animations/runtimeAnimation.js +127 -3
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.d.ts +2 -0
- package/Cameras/arcRotateCamera.pure.js +2 -0
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.d.ts +2 -0
- package/Cameras/targetCamera.pure.js +7 -1
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
- package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
- package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.pure.js +63 -0
- package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
- package/Engines/Extensions/index.d.ts +1 -0
- package/Engines/Extensions/index.js +1 -0
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/Extensions/pure.d.ts +1 -1
- package/Engines/Extensions/pure.js +1 -1
- package/Engines/Extensions/pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
- package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +1 -0
- package/Engines/WebGPU/Extensions/index.js +1 -0
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
- package/Engines/WebGPU/Extensions/pure.js +1 -1
- package/Engines/WebGPU/Extensions/pure.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
- package/Engines/WebGPU/webgpuBundleList.js +4 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
- package/Engines/WebGPU/webgpuTextureManager.js +286 -13
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +2 -0
- package/Engines/abstractEngine.pure.js +7 -3
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/thinEngine.pure.d.ts +14 -0
- package/Engines/thinEngine.pure.js +48 -12
- package/Engines/thinEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +1 -0
- package/Engines/thinNativeEngine.pure.js +7 -1
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +4 -0
- package/Engines/thinWebGPUEngine.js +10 -1
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +5 -2
- package/Engines/webgpuEngine.pure.js +48 -13
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +4 -0
- package/FlowGraph/flowGraph.js +38 -7
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.js +3 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +7 -0
- package/FlowGraph/flowGraphConnection.js +7 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +2 -1
- package/FlowGraph/flowGraphContext.js +4 -3
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
- package/FlowGraph/flowGraphCoordinator.js +47 -16
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
- package/FlowGraph/flowGraphEventBlock.js +7 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
- package/FlowGraph/flowGraphHostResolver.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +60 -2
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/serialization.d.ts +2 -0
- package/FlowGraph/serialization.js +10 -22
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +8 -0
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
- package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/pure.js +1 -0
- package/FrameGraph/Node/Blocks/pure.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.d.ts +6 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
- package/FrameGraph/frameGraphRenderContext.js +5 -5
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/FrameGraph/pure.d.ts +1 -0
- package/FrameGraph/pure.js +1 -0
- package/FrameGraph/pure.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +4 -0
- package/Inputs/scene.inputManager.js +50 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
- package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
- package/Materials/Node/nodeMaterial.pure.js +4 -0
- package/Materials/Node/nodeMaterial.pure.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +25 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
- package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
- package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
- package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
- package/Materials/Textures/baseTexture.pure.js +3 -0
- package/Materials/Textures/baseTexture.pure.js.map +1 -1
- package/Materials/Textures/cubeTexture.pure.js +1 -1
- package/Materials/Textures/cubeTexture.pure.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +8 -1
- package/Materials/Textures/internalTexture.js +9 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
- package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
- package/Materials/Textures/rawTexture3D.d.ts +1 -1
- package/Materials/Textures/rawTexture3D.js +1 -1
- package/Materials/Textures/rawTexture3D.js.map +1 -1
- package/Materials/Textures/textureHelper.functions.d.ts +14 -0
- package/Materials/Textures/textureHelper.functions.js +24 -0
- package/Materials/Textures/textureHelper.functions.js.map +1 -1
- package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
- package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
- package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +46 -1
- package/Materials/materialHelper.geometryrendering.js +105 -8
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/prepass.defines.d.ts +2 -0
- package/Materials/prepass.defines.js +2 -0
- package/Materials/prepass.defines.js.map +1 -1
- package/Materials/pure.d.ts +1 -0
- package/Materials/pure.js +1 -0
- package/Materials/pure.js.map +1 -1
- package/Materials/standardMaterial.pure.d.ts +2 -0
- package/Materials/standardMaterial.pure.js +6 -3
- package/Materials/standardMaterial.pure.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
- package/Meshes/Builders/polygonBuilder.pure.js +4 -1
- package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/abstractMesh.pure.d.ts +18 -0
- package/Meshes/abstractMesh.pure.js +22 -0
- package/Meshes/abstractMesh.pure.js.map +1 -1
- package/Meshes/index.d.ts +1 -0
- package/Meshes/index.js +1 -0
- package/Meshes/index.js.map +1 -1
- package/Meshes/instancedMesh.pure.d.ts +5 -0
- package/Meshes/instancedMesh.pure.js +12 -0
- package/Meshes/instancedMesh.pure.js.map +1 -1
- package/Meshes/mesh.pure.js +23 -8
- package/Meshes/mesh.pure.js.map +1 -1
- package/Meshes/meshBlendingTag.d.ts +47 -0
- package/Meshes/meshBlendingTag.js +64 -0
- package/Meshes/meshBlendingTag.js.map +1 -0
- package/Meshes/polygonMesh.js +2 -2
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/pure.d.ts +1 -0
- package/Meshes/pure.js +1 -0
- package/Meshes/pure.js.map +1 -1
- package/Misc/fileTools.pure.js +21 -0
- package/Misc/fileTools.pure.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js +2 -2
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Particles/gpuParticleSystem.pure.d.ts +2 -0
- package/Particles/gpuParticleSystem.pure.js +89 -28
- package/Particles/gpuParticleSystem.pure.js.map +1 -1
- package/Particles/thinParticleSystem.pure.d.ts +2 -0
- package/Particles/thinParticleSystem.pure.js +84 -19
- package/Particles/thinParticleSystem.pure.js.map +1 -1
- package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
- package/Particles/webgl2ParticleSystem.pure.js +12 -4
- package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
- package/PostProcesses/index.d.ts +2 -0
- package/PostProcesses/index.js +2 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
- package/PostProcesses/meshBlendingBlueNoise.js +77 -0
- package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
- package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
- package/PostProcesses/meshBlendingPostProcess.js +315 -0
- package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
- package/PostProcesses/pure.d.ts +2 -0
- package/PostProcesses/pure.js +2 -0
- package/PostProcesses/pure.js.map +1 -1
- package/PostProcesses/thinMeshBlendingPostProcess.d.ts +339 -0
- package/PostProcesses/thinMeshBlendingPostProcess.js +771 -0
- package/PostProcesses/thinMeshBlendingPostProcess.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +6 -6
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +8 -8
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Rendering/boundingBoxRenderer.pure.js +2 -1
- package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
- package/Rendering/depthRenderer.pure.js +3 -4
- package/Rendering/depthRenderer.pure.js.map +1 -1
- package/Rendering/edgesRenderer.pure.d.ts +4 -2
- package/Rendering/edgesRenderer.pure.js +11 -2
- package/Rendering/edgesRenderer.pure.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +10 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js +20 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +9 -3
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +14 -9
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/geometryBufferRenderer.pure.d.ts +38 -4
- package/Rendering/geometryBufferRenderer.pure.js +126 -17
- package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +7 -1
- package/Rendering/objectRenderer.js +45 -7
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.pure.js +6 -2
- package/Rendering/outlineRenderer.pure.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js +5 -4
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentAlpha.d.ts +5 -0
- package/Shaders/ShadersInclude/defaultFragmentAlpha.js +34 -0
- package/Shaders/ShadersInclude/defaultFragmentAlpha.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +5 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryRenderingFragment.d.ts +5 -0
- package/Shaders/ShadersInclude/geometryRenderingFragment.js +74 -0
- package/Shaders/ShadersInclude/geometryRenderingFragment.js.map +1 -0
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +89 -0
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js +24 -17
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +27 -20
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +6 -2
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/ShadersInclude/prePassDeclaration.js +95 -2
- package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/Shaders/default.fragment.js +31 -40
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/depthOfField.fragment.js +13 -9
- package/Shaders/depthOfField.fragment.js.map +1 -1
- package/Shaders/fluidRenderingParticleDepth.vertex.js +16 -1
- package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/Shaders/fluidRenderingParticleThickness.vertex.js +16 -1
- package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +63 -3
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +80 -0
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/geometry.fragment.js +17 -11
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/gpuRenderParticles.fragment.js +43 -1
- package/Shaders/gpuRenderParticles.fragment.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +96 -16
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/meshBlending.fragment.d.ts +5 -0
- package/Shaders/meshBlending.fragment.js +519 -0
- package/Shaders/meshBlending.fragment.js.map +1 -0
- package/Shaders/particles.fragment.js +43 -1
- package/Shaders/particles.fragment.js.map +1 -1
- package/Shaders/particles.vertex.js +84 -3
- package/Shaders/particles.vertex.js.map +1 -1
- package/Shaders/sprites.fragment.js +52 -2
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.js +62 -1
- package/Shaders/sprites.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/defaultFragmentAlpha.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/defaultFragmentAlpha.js +33 -0
- package/ShadersWGSL/ShadersInclude/defaultFragmentAlpha.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/geometryRenderingFragment.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/geometryRenderingFragment.js +76 -0
- package/ShadersWGSL/ShadersInclude/geometryRenderingFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.js +18 -0
- package/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +11 -25
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +11 -25
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +5 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +6 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +17 -48
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +15 -2
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -2
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +63 -2
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +80 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +37 -2
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/gpuRenderParticles.fragment.js +47 -2
- package/ShadersWGSL/gpuRenderParticles.fragment.js.map +1 -1
- package/ShadersWGSL/gpuRenderParticles.vertex.js +110 -7
- package/ShadersWGSL/gpuRenderParticles.vertex.js.map +1 -1
- package/ShadersWGSL/meshBlending.fragment.d.ts +5 -0
- package/ShadersWGSL/meshBlending.fragment.js +576 -0
- package/ShadersWGSL/meshBlending.fragment.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.js +2 -1
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/particles.fragment.js +45 -1
- package/ShadersWGSL/particles.fragment.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +86 -4
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +2 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.fragment.js +56 -2
- package/ShadersWGSL/sprites.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +62 -1
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +13 -0
- package/Sprites/spriteManager.js +15 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +24 -1
- package/Sprites/spriteRenderer.js +368 -50
- package/Sprites/spriteRenderer.js.map +1 -1
- package/Sprites/thinSprite.d.ts +4 -0
- package/Sprites/thinSprite.js +4 -0
- package/Sprites/thinSprite.js.map +1 -1
- package/States/alphaCullingState.d.ts +3 -1
- package/States/alphaCullingState.js +18 -3
- package/States/alphaCullingState.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +5 -1
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXREnterExitUI.d.ts +2 -1
- package/XR/webXREnterExitUI.js.map +1 -1
- package/package.json +1 -1
- package/scene.pure.d.ts +23 -0
- package/scene.pure.js +35 -0
- package/scene.pure.js.map +1 -1
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\"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(\nlightDataTexture{X},\nlight{X}.vLightData,\nvec2u(light{X}.vSliceRanges[sliceIndex].xy),\nviewDirectionW,\nnormalW,\nfragmentInputs.vPositionW,\nsurfaceAlbedo,\nreflectivityOut,\n#ifdef IRIDESCENCE\niridescenceIntensity,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactors.x,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef SHEEN\nsheenOut,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut,\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\npreInfo=computeAreaPreLightingInfoWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#else\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X})\npreInfo.roughness=roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3f(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{let metalFresnel: vec3f=vec3f(reflectivityOut.specularWeight)*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel: vec3f=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{let NdotH: f32=dot(normalW,preInfo.H);let fresnel: vec3f=fresnelSchlickGGXVec3(NdotH,vec3f(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3f(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\ninfo=computeAreaLightingWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#else\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#elif defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(lightDataTexture{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkYd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(\nlightDataTexture{X},\nlight{X}.vLightData,\nvec2u(light{X}.vSliceRanges[sliceIndex].xy),\nviewDirectionW,\nnormalW,\nfragmentInputs.vPositionW,\nsurfaceAlbedo,\nreflectivityOut,\n#ifdef IRIDESCENCE\niridescenceIntensity,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactors.x,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef SHEEN\nsheenOut,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut,\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\npreInfo=computeAreaPreLightingInfoWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#else\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X})\npreInfo.roughness=roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3f(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{let metalFresnel: vec3f=vec3f(reflectivityOut.specularWeight)*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel: vec3f=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{let NdotH: f32=dot(normalW,preInfo.H);let fresnel: vec3f=fresnelSchlickGGXVec3(NdotH,vec3f(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3f(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\ninfo=computeAreaLightingWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#else\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#elif defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(lightDataTexture{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
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@@ -0,0 +1,18 @@
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1
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// Do not edit.
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2
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
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const name = "meshBlendTagFragmentOutput";
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4
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+
const shader = `#if SCENE_MRT_COUNT>{X}
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5
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+
#if defined(PREPASS_MESH_BLEND_TAG) && PREPASS_MESH_BLEND_TAG_INDEX=={X}
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6
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+
fragmentOutputs.fragData{X}=meshBlendTagOutput;
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7
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#else
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8
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+
fragmentOutputs.fragData{X}=fragData[{X}];
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#endif
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#endif
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11
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`;
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// Sideeffect
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if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
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14
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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15
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}
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16
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/** @internal */
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17
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+
export const meshBlendTagFragmentOutputWGSL = { name, shader };
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18
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//# sourceMappingURL=meshBlendTagFragmentOutput.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"meshBlendTagFragmentOutput.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"meshBlendTagFragmentOutput\";\nconst shader = `#if SCENE_MRT_COUNT>{X}\n#if defined(PREPASS_MESH_BLEND_TAG) && PREPASS_MESH_BLEND_TAG_INDEX=={X}\nfragmentOutputs.fragData{X}=meshBlendTagOutput;\n#else\nfragmentOutputs.fragData{X}=fragData[{X}];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshBlendTagFragmentOutputWGSL = { name, shader };\n"]}
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@@ -1,8 +1,17 @@
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1
1
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// Do not edit.
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2
2
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
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import "./meshBlendTagFragmentOutput.js";
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3
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const name = "openpbrBlockPrePass";
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4
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const shader = `#if SCENE_MRT_COUNT>0
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5
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-
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6
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+
#ifdef ALPHATEST
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var writeGeometryInfo: f32=1.0;
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#else
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9
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var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);
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#endif
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var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
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#ifdef PREPASS_MESH_BLEND_TAG
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13
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var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
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14
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#endif
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6
15
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#ifdef PREPASS_POSITION
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fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
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#endif
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@@ -69,30 +78,7 @@ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*w
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69
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fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
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#endif
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#endif
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#
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fragmentOutputs.fragData0=fragData[0];
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#endif
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-
#if SCENE_MRT_COUNT>1
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fragmentOutputs.fragData1=fragData[1];
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-
#endif
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-
#if SCENE_MRT_COUNT>2
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fragmentOutputs.fragData2=fragData[2];
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#endif
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-
#if SCENE_MRT_COUNT>3
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fragmentOutputs.fragData3=fragData[3];
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-
#endif
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-
#if SCENE_MRT_COUNT>4
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fragmentOutputs.fragData4=fragData[4];
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#endif
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-
#if SCENE_MRT_COUNT>5
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fragmentOutputs.fragData5=fragData[5];
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#endif
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-
#if SCENE_MRT_COUNT>6
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fragmentOutputs.fragData6=fragData[6];
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-
#endif
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-
#if SCENE_MRT_COUNT>7
|
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94
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-
fragmentOutputs.fragData7=fragData[7];
|
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-
#endif
|
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81
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+
#include<meshBlendTagFragmentOutput>[0..8]
|
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#endif
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`;
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// Sideeffect
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"openpbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"openpbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./meshBlendTagFragmentOutput\";\nconst name = \"openpbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\n#ifdef ALPHATEST\nvar writeGeometryInfo: f32=1.0;\n#else\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_MESH_BLEND_TAG\nvar meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}\n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=total_direct_diffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=slab_diffuse_ibl;\n#endif\n#endif\n#ifdef SCATTERING\nlet scatter_mask: f32=min(subsurface_weight+transmission_weight,1.0);\n#else\nlet scatter_mask: f32=0.0;\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo*scatter_mask);\n#elif defined(PREPASS_COLOR)\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockPrePassWGSL = { name, shader };\n"]}
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@@ -1,8 +1,17 @@
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1
1
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// Do not edit.
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2
2
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
|
+
import "./meshBlendTagFragmentOutput.js";
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3
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const name = "pbrBlockPrePass";
|
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const shader = `#if SCENE_MRT_COUNT>0
|
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5
|
-
|
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6
|
+
#ifdef ALPHATEST
|
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7
|
+
var writeGeometryInfo: f32=1.0;
|
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8
|
+
#else
|
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9
|
+
var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);
|
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|
+
#endif
|
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11
|
+
var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
|
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|
+
#ifdef PREPASS_MESH_BLEND_TAG
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|
+
var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
|
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|
+
#endif
|
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6
15
|
#ifdef PREPASS_POSITION
|
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7
16
|
fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
|
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17
|
#endif
|
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@@ -85,30 +94,7 @@ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*w
|
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fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
|
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#endif
|
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96
|
#endif
|
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|
-
#
|
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-
fragmentOutputs.fragData0=fragData[0];
|
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-
#endif
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#if SCENE_MRT_COUNT>1
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-
fragmentOutputs.fragData1=fragData[1];
|
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#endif
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#if SCENE_MRT_COUNT>2
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95
|
-
fragmentOutputs.fragData2=fragData[2];
|
|
96
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-
#endif
|
|
97
|
-
#if SCENE_MRT_COUNT>3
|
|
98
|
-
fragmentOutputs.fragData3=fragData[3];
|
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|
-
#endif
|
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|
-
#if SCENE_MRT_COUNT>4
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|
-
fragmentOutputs.fragData4=fragData[4];
|
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|
-
#endif
|
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|
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#if SCENE_MRT_COUNT>5
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fragmentOutputs.fragData5=fragData[5];
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|
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#endif
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#if SCENE_MRT_COUNT>6
|
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|
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fragmentOutputs.fragData6=fragData[6];
|
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|
-
#endif
|
|
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|
-
#if SCENE_MRT_COUNT>7
|
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|
-
fragmentOutputs.fragData7=fragData[7];
|
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|
-
#endif
|
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|
+
#include<meshBlendTagFragmentOutput>[0..8]
|
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98
|
#endif
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|
`;
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// Sideeffect
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@@ -1 +1 @@
|
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|
1
|
-
{"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./meshBlendTagFragmentOutput\";\nconst name = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\n#ifdef ALPHATEST\nvar writeGeometryInfo: f32=1.0;\n#else\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_MESH_BLEND_TAG\nvar meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}\n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#else\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
|
|
@@ -177,9 +177,13 @@ color=toGammaSpaceVec3(color);
|
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177
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|
#endif
|
|
178
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|
fragmentOutputs.color=vec4f(color,1.0);
|
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|
#ifdef PREPASS
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|
180
|
-
|
|
180
|
+
#if SCENE_MRT_COUNT>0 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 0) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 0)
|
|
181
|
+
fragmentOutputs.fragData0=vec4f(toLinearSpaceVec3(color),1.0);
|
|
182
|
+
#endif
|
|
183
|
+
#if SCENE_MRT_COUNT>1 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 1) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 1)
|
|
181
184
|
fragmentOutputs.fragData1=vec4f(0.,0.,0.,0.);
|
|
182
185
|
#endif
|
|
186
|
+
#endif
|
|
183
187
|
#ifdef DEBUGMODE_FORCERETURN
|
|
184
188
|
return fragmentOutputs;
|
|
185
189
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ld,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;\n#if DEBUGMODE==1\ncolor=fragmentInputs.vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ncolor=fragmentInputs.vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ncolor=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ncolor=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ncolor=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ncolor= vec3f(input.vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ncolor= vec3f(input.vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ncolor=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ncolor=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ncolor=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ncolor=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ncolor=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ncolor=lightmapColor;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ncolor= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ncolor=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ncolor=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ncolor=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ncolor=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ncolor=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ncolor=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ncolor=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ncolor=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ncolor=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ncolor=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ncolor=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ncolor=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ncolor=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ncolor=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ncolor=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ncolor= vec3f(reflectivityOut.metallic);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ncolor= vec3f(roughness);\n#elif DEBUGMODE==64\ncolor= vec3f(alphaG);\n#elif DEBUGMODE==65\ncolor= vec3f(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ncolor=clearcoatOut.clearCoatColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ncolor=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ncolor=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ncolor= vec3f(microSurface);\n#elif DEBUGMODE==73\ncolor=uniforms.vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ncolor=uniforms.vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ncolor=uniforms.vEmissiveColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ncolor= vec3f(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ncolor= vec3f(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ncolor= vec3f(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=baseSpecularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ncolor=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ncolor= vec3f(luminanceOverAlpha);\n#elif DEBUGMODE==87\ncolor= vec3f(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ncolor= vec3f(albedoTexture.a);\n#elif DEBUGMODE==89\ncolor=aoOut.ambientOcclusionColor;\n#else\nvar stripeWidth: f32=30.;var stripePos: f32=abs(floor(input.position.x/stripeWidth));var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);\n#endif\ncolor*=uniforms.vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ncolor=normalize(color)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ncolor=toGammaSpaceVec3(color);\n#endif\nfragmentOutputs.color=vec4f(color,1.0);\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 0) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 0)\nfragmentOutputs.fragData0=vec4f(toLinearSpaceVec3(color),1.0); \n#endif\n#if SCENE_MRT_COUNT>1 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 1) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 1)\nfragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); \n#endif\n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn fragmentOutputs;\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDebugWGSL = { name, shader };\n"]}
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@@ -3,6 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./objectIdFunctions.js";
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const name = "prePassDeclaration";
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const shader = `#ifdef PREPASS
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#ifndef PREPASS_CUSTOM_VARYINGS
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#ifdef PREPASS_LOCAL_POSITION
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varying vPosition : vec3f;
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#endif
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#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
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varying vNormViewDepth: f32;
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#endif
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#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
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#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(PREPASS_VELOCITY_ZERO)
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varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
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#endif
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#endif
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#ifdef PREPASS_OBJECT_ID
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uniform objectId: f32;
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#include<objectIdFunctions>
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#endif
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#ifdef PREPASS_MESH_BLEND_TAG
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uniform meshBlendTag: i32;
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#endif
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`;
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// Sideeffect
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{"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,qBAAqB,CAAC;AAC7B,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG
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{"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,qBAAqB,CAAC;AAC7B,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./objectIdFunctions\";\nconst name = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifndef PREPASS_CUSTOM_VARYINGS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(PREPASS_VELOCITY_ZERO)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n#ifdef PREPASS_OBJECT_ID\nuniform objectId: f32;\n#include<objectIdFunctions>\n#endif\n#ifdef PREPASS_MESH_BLEND_TAG\nuniform meshBlendTag: i32;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const prePassDeclarationWGSL = { name, shader };\n"]}
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@@ -28,10 +28,12 @@ import { fogFragmentDeclarationWGSL } from "./ShadersInclude/fogFragmentDeclarat
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import { clipPlaneFragmentWGSL } from "./ShadersInclude/clipPlaneFragment.js";
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import { bumpFragmentWGSL } from "./ShadersInclude/bumpFragment.js";
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import { decalFragmentWGSL } from "./ShadersInclude/decalFragment.js";
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import { defaultFragmentAlphaWGSL } from "./ShadersInclude/defaultFragmentAlpha.js";
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import { depthPrePassWGSL } from "./ShadersInclude/depthPrePass.js";
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import { lightFragmentWGSL } from "./ShadersInclude/lightFragment.js";
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import { logDepthFragmentWGSL } from "./ShadersInclude/logDepthFragment.js";
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import { fogFragmentWGSL } from "./ShadersInclude/fogFragment.js";
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import { meshBlendTagFragmentOutputWGSL } from "./ShadersInclude/meshBlendTagFragmentOutput.js";
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import { oitFragmentWGSL } from "./ShadersInclude/oitFragment.js";
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const name = "defaultPixelShader";
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const shader = `#include<defaultUboDeclaration>
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@@ -123,6 +125,9 @@ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
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var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
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#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
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#define DEPTHPREPASS_SKIP_EARLY_RETURN
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var refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);
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var opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
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#ifdef OPACITYRGB
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opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
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alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=fragmentInputs.vColor.a;
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#endif
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#ifdef OPACITYFRESNEL
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var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
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if (alpha<uniforms.alphaCutOff) {discard;}
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#endif
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alpha=1.0;
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#endif
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#include<defaultFragmentAlpha>
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emissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
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#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
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#ifdef ALPHATEST
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var writeGeometryInfo: f32=1.0;
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#else
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+
var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);
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+
#endif
|
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+
var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
|
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#ifdef PREPASS_MESH_BLEND_TAG
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|
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+
var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
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#endif
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|
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fragData[PREPASS_COLOR_INDEX]=color;
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@@ -371,30 +363,7 @@ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*
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fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
|
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|
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#
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|
375
|
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fragmentOutputs.fragData0=fragData[0];
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#endif
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|
377
|
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#if SCENE_MRT_COUNT>1
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|
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|
-
fragmentOutputs.fragData1=fragData[1];
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|
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#endif
|
|
380
|
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#if SCENE_MRT_COUNT>2
|
|
381
|
-
fragmentOutputs.fragData2=fragData[2];
|
|
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|
-
#endif
|
|
383
|
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#if SCENE_MRT_COUNT>3
|
|
384
|
-
fragmentOutputs.fragData3=fragData[3];
|
|
385
|
-
#endif
|
|
386
|
-
#if SCENE_MRT_COUNT>4
|
|
387
|
-
fragmentOutputs.fragData4=fragData[4];
|
|
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|
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#endif
|
|
389
|
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#if SCENE_MRT_COUNT>5
|
|
390
|
-
fragmentOutputs.fragData5=fragData[5];
|
|
391
|
-
#endif
|
|
392
|
-
#if SCENE_MRT_COUNT>6
|
|
393
|
-
fragmentOutputs.fragData6=fragData[6];
|
|
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|
-
#endif
|
|
395
|
-
#if SCENE_MRT_COUNT>7
|
|
396
|
-
fragmentOutputs.fragData7=fragData[7];
|
|
397
|
-
#endif
|
|
366
|
+
#include<meshBlendTagFragmentOutput>[0..8]
|
|
398
367
|
#endif
|
|
399
368
|
#endif
|
|
400
369
|
#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
|
|
@@ -412,7 +381,7 @@ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.f
|
|
|
412
381
|
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
413
382
|
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
414
383
|
}
|
|
415
|
-
const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];
|
|
384
|
+
const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, defaultFragmentAlphaWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, meshBlendTagFragmentOutputWGSL, oitFragmentWGSL];
|
|
416
385
|
for (const inc of includes) {
|
|
417
386
|
if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
|
|
418
387
|
ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
|