@onerjs/core 8.56.4 → 9.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (482) hide show
  1. package/Animations/animatable.core.js +36 -0
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animationGroup.pure.d.ts +61 -1
  4. package/Animations/animationGroup.pure.js +191 -2
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/index.d.ts +1 -0
  7. package/Animations/index.js +1 -0
  8. package/Animations/index.js.map +1 -1
  9. package/Animations/pure.d.ts +1 -0
  10. package/Animations/pure.js +1 -0
  11. package/Animations/pure.js.map +1 -1
  12. package/Animations/rootMotion.d.ts +560 -0
  13. package/Animations/rootMotion.js +1709 -0
  14. package/Animations/rootMotion.js.map +1 -0
  15. package/Animations/runtimeAnimation.d.ts +57 -0
  16. package/Animations/runtimeAnimation.js +127 -3
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.d.ts +2 -0
  19. package/Cameras/arcRotateCamera.pure.js +2 -0
  20. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  21. package/Cameras/targetCamera.pure.d.ts +2 -0
  22. package/Cameras/targetCamera.pure.js +7 -1
  23. package/Cameras/targetCamera.pure.js.map +1 -1
  24. package/Collisions/gpuPicker.js +5 -5
  25. package/Collisions/gpuPicker.js.map +1 -1
  26. package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
  27. package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
  29. package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
  31. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
  32. package/Engines/Extensions/engine.multiRender.pure.js +63 -0
  33. package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
  35. package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
  36. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
  37. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  38. package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
  39. package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
  40. package/Engines/Extensions/index.d.ts +1 -0
  41. package/Engines/Extensions/index.js +1 -0
  42. package/Engines/Extensions/index.js.map +1 -1
  43. package/Engines/Extensions/pure.d.ts +1 -1
  44. package/Engines/Extensions/pure.js +1 -1
  45. package/Engines/Extensions/pure.js.map +1 -1
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
  47. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  48. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
  49. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
  50. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  51. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  52. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  53. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  54. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  55. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  56. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  57. package/Engines/WebGPU/Extensions/index.js +1 -0
  58. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  59. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  60. package/Engines/WebGPU/Extensions/pure.js +1 -1
  61. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  62. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  63. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  64. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  65. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  66. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  67. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  68. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  69. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  70. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  71. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  72. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  73. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  74. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  75. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  76. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  77. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  78. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  79. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  80. package/Engines/abstractEngine.pure.d.ts +2 -0
  81. package/Engines/abstractEngine.pure.js +7 -3
  82. package/Engines/abstractEngine.pure.js.map +1 -1
  83. package/Engines/constants.d.ts +4 -0
  84. package/Engines/constants.js +4 -0
  85. package/Engines/constants.js.map +1 -1
  86. package/Engines/thinEngine.pure.d.ts +14 -0
  87. package/Engines/thinEngine.pure.js +48 -12
  88. package/Engines/thinEngine.pure.js.map +1 -1
  89. package/Engines/thinNativeEngine.pure.d.ts +1 -0
  90. package/Engines/thinNativeEngine.pure.js +7 -1
  91. package/Engines/thinNativeEngine.pure.js.map +1 -1
  92. package/Engines/thinWebGPUEngine.d.ts +4 -0
  93. package/Engines/thinWebGPUEngine.js +10 -1
  94. package/Engines/thinWebGPUEngine.js.map +1 -1
  95. package/Engines/webgpuEngine.pure.d.ts +5 -2
  96. package/Engines/webgpuEngine.pure.js +48 -13
  97. package/Engines/webgpuEngine.pure.js.map +1 -1
  98. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  99. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  100. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  101. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  102. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  103. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  104. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  105. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  106. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  107. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  108. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  109. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  110. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  111. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  112. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  113. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  114. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  115. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  116. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  117. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  118. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
  119. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
  120. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  121. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  122. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  124. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
  125. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  126. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  127. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  128. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  129. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  130. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  131. package/FlowGraph/flowGraph.d.ts +4 -0
  132. package/FlowGraph/flowGraph.js +38 -7
  133. package/FlowGraph/flowGraph.js.map +1 -1
  134. package/FlowGraph/flowGraphBlock.js +3 -0
  135. package/FlowGraph/flowGraphBlock.js.map +1 -1
  136. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  137. package/FlowGraph/flowGraphConnection.js +7 -0
  138. package/FlowGraph/flowGraphConnection.js.map +1 -1
  139. package/FlowGraph/flowGraphContext.d.ts +2 -1
  140. package/FlowGraph/flowGraphContext.js +4 -3
  141. package/FlowGraph/flowGraphContext.js.map +1 -1
  142. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  143. package/FlowGraph/flowGraphCoordinator.js +47 -16
  144. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  145. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  146. package/FlowGraph/flowGraphEventBlock.js +7 -0
  147. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  148. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  149. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  150. package/FlowGraph/flowGraphParser.js +60 -2
  151. package/FlowGraph/flowGraphParser.js.map +1 -1
  152. package/FlowGraph/serialization.d.ts +2 -0
  153. package/FlowGraph/serialization.js +10 -22
  154. package/FlowGraph/serialization.js.map +1 -1
  155. package/FlowGraph/typeDefinitions.d.ts +8 -0
  156. package/FlowGraph/typeDefinitions.js.map +1 -1
  157. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  158. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  159. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  160. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  161. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  162. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  163. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  164. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  165. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  166. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  167. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  168. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  169. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  170. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
  172. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  174. package/FrameGraph/Node/Blocks/index.js +1 -0
  175. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  176. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  177. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  178. package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
  179. package/FrameGraph/Node/Blocks/pure.js +1 -0
  180. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  181. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  182. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  183. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  184. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  185. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  186. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  187. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  188. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  189. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  190. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  191. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  192. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  193. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  194. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  195. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  196. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
  197. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  198. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  199. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  200. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  201. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  202. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  203. package/FrameGraph/frameGraphRenderContext.js +5 -5
  204. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  205. package/FrameGraph/index.d.ts +1 -0
  206. package/FrameGraph/index.js +1 -0
  207. package/FrameGraph/index.js.map +1 -1
  208. package/FrameGraph/pure.d.ts +1 -0
  209. package/FrameGraph/pure.js +1 -0
  210. package/FrameGraph/pure.js.map +1 -1
  211. package/Inputs/scene.inputManager.d.ts +4 -0
  212. package/Inputs/scene.inputManager.js +50 -8
  213. package/Inputs/scene.inputManager.js.map +1 -1
  214. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
  215. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  216. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
  217. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  218. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  219. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
  220. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  221. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
  222. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  223. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
  224. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  225. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
  226. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  227. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
  228. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  229. package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
  230. package/Materials/Node/nodeMaterial.pure.js +4 -0
  231. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  232. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  233. package/Materials/Node/nodeMaterialBuildState.js +25 -3
  234. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  235. package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
  236. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
  237. package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
  238. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
  239. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  240. package/Materials/Textures/baseTexture.pure.js +3 -0
  241. package/Materials/Textures/baseTexture.pure.js.map +1 -1
  242. package/Materials/Textures/cubeTexture.pure.js +1 -1
  243. package/Materials/Textures/cubeTexture.pure.js.map +1 -1
  244. package/Materials/Textures/internalTexture.d.ts +8 -1
  245. package/Materials/Textures/internalTexture.js +9 -2
  246. package/Materials/Textures/internalTexture.js.map +1 -1
  247. package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
  248. package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
  249. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  250. package/Materials/Textures/rawTexture3D.js +1 -1
  251. package/Materials/Textures/rawTexture3D.js.map +1 -1
  252. package/Materials/Textures/textureHelper.functions.d.ts +14 -0
  253. package/Materials/Textures/textureHelper.functions.js +24 -0
  254. package/Materials/Textures/textureHelper.functions.js.map +1 -1
  255. package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
  256. package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
  257. package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
  258. package/Materials/index.d.ts +1 -0
  259. package/Materials/index.js +1 -0
  260. package/Materials/index.js.map +1 -1
  261. package/Materials/materialHelper.geometryrendering.d.ts +46 -1
  262. package/Materials/materialHelper.geometryrendering.js +105 -8
  263. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  264. package/Materials/prepass.defines.d.ts +2 -0
  265. package/Materials/prepass.defines.js +2 -0
  266. package/Materials/prepass.defines.js.map +1 -1
  267. package/Materials/pure.d.ts +1 -0
  268. package/Materials/pure.js +1 -0
  269. package/Materials/pure.js.map +1 -1
  270. package/Materials/standardMaterial.pure.d.ts +2 -0
  271. package/Materials/standardMaterial.pure.js +6 -3
  272. package/Materials/standardMaterial.pure.js.map +1 -1
  273. package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
  274. package/Meshes/Builders/polygonBuilder.pure.js +4 -1
  275. package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
  276. package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
  277. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
  278. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
  279. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
  280. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
  281. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  282. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
  283. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
  284. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  285. package/Meshes/abstractMesh.pure.d.ts +18 -0
  286. package/Meshes/abstractMesh.pure.js +22 -0
  287. package/Meshes/abstractMesh.pure.js.map +1 -1
  288. package/Meshes/index.d.ts +1 -0
  289. package/Meshes/index.js +1 -0
  290. package/Meshes/index.js.map +1 -1
  291. package/Meshes/instancedMesh.pure.d.ts +5 -0
  292. package/Meshes/instancedMesh.pure.js +12 -0
  293. package/Meshes/instancedMesh.pure.js.map +1 -1
  294. package/Meshes/mesh.pure.js +23 -8
  295. package/Meshes/mesh.pure.js.map +1 -1
  296. package/Meshes/meshBlendingTag.d.ts +47 -0
  297. package/Meshes/meshBlendingTag.js +64 -0
  298. package/Meshes/meshBlendingTag.js.map +1 -0
  299. package/Meshes/polygonMesh.js +2 -2
  300. package/Meshes/polygonMesh.js.map +1 -1
  301. package/Meshes/pure.d.ts +1 -0
  302. package/Meshes/pure.js +1 -0
  303. package/Meshes/pure.js.map +1 -1
  304. package/Misc/fileTools.pure.js +21 -0
  305. package/Misc/fileTools.pure.js.map +1 -1
  306. package/Misc/snapshotRenderingHelper.js +2 -2
  307. package/Misc/snapshotRenderingHelper.js.map +1 -1
  308. package/Misc/tools.pure.js +1 -1
  309. package/Misc/tools.pure.js.map +1 -1
  310. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  311. package/Particles/gpuParticleSystem.pure.js +89 -28
  312. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  313. package/Particles/thinParticleSystem.pure.d.ts +2 -0
  314. package/Particles/thinParticleSystem.pure.js +84 -19
  315. package/Particles/thinParticleSystem.pure.js.map +1 -1
  316. package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
  317. package/Particles/webgl2ParticleSystem.pure.js +12 -4
  318. package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
  319. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
  320. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
  321. package/PostProcesses/index.d.ts +2 -0
  322. package/PostProcesses/index.js +2 -0
  323. package/PostProcesses/index.js.map +1 -1
  324. package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
  325. package/PostProcesses/meshBlendingBlueNoise.js +77 -0
  326. package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
  327. package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
  328. package/PostProcesses/meshBlendingPostProcess.js +315 -0
  329. package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
  330. package/PostProcesses/pure.d.ts +2 -0
  331. package/PostProcesses/pure.js +2 -0
  332. package/PostProcesses/pure.js.map +1 -1
  333. package/PostProcesses/thinMeshBlendingPostProcess.d.ts +339 -0
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  448. package/ShadersWGSL/meshBlending.fragment.d.ts +5 -0
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  450. package/ShadersWGSL/meshBlending.fragment.js.map +1 -0
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  475. package/XR/webXRDefaultExperience.d.ts +5 -1
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  477. package/XR/webXREnterExitUI.d.ts +2 -1
  478. package/XR/webXREnterExitUI.js.map +1 -1
  479. package/package.json +1 -1
  480. package/scene.pure.d.ts +23 -0
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclarationWGSL } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { objectIdFunctionsWGSL } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclarationWGSL } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclarationWGSL } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctionsWGSL } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctionsWGSL } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { clusteredLightingComputeWGSL } from \"./ShadersInclude/clusteredLightingCompute\";\nimport { lightsFragmentFunctionsWGSL } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclarationWGSL } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunctionWGSL } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunctionWGSL } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclarationWGSL } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctionsWGSL } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctionsWGSL } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctionsWGSL } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragmentWGSL } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragmentWGSL } from \"./ShadersInclude/decalFragment\";\nimport { depthPrePassWGSL } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { oitFragmentWGSL } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<textureRepetitionFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=TEXRD(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=TEXRD(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar 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);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \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_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \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\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst 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];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclarationWGSL } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { objectIdFunctionsWGSL } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclarationWGSL } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclarationWGSL } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctionsWGSL } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctionsWGSL } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { clusteredLightingComputeWGSL } from \"./ShadersInclude/clusteredLightingCompute\";\nimport { lightsFragmentFunctionsWGSL } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclarationWGSL } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunctionWGSL } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunctionWGSL } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclarationWGSL } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctionsWGSL } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctionsWGSL } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctionsWGSL } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragmentWGSL } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragmentWGSL } from \"./ShadersInclude/decalFragment\";\nimport { defaultFragmentAlphaWGSL } from \"./ShadersInclude/defaultFragmentAlpha\";\nimport { depthPrePassWGSL } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { meshBlendTagFragmentOutputWGSL } from \"./ShadersInclude/meshBlendTagFragmentOutput\";\nimport { oitFragmentWGSL } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<textureRepetitionFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#ifdef DEPTHPREPASS\n#include<defaultFragmentAlpha>\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=TEXRD(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=TEXRD(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar 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);\n#endif\n#include<defaultFragmentAlpha>\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\n#ifdef ALPHATEST\nvar writeGeometryInfo: f32=1.0;\n#else\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);\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_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \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_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \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\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst 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];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
@@ -3,7 +3,11 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDepthVertexShader";
4
4
  const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;
5
5
  #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3
7
+ attribute size: vec3f;
8
+ #else
6
9
  attribute size: vec2f;
10
+ #endif
7
11
  #else
8
12
  uniform size: vec2f;
9
13
  #endif
@@ -14,14 +18,23 @@ attribute velocity: vec3f;varying velocityNorm: f32;
14
18
  @vertex
15
19
  fn main(input: VertexInputs)->FragmentInputs {
16
20
  #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
21
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3
22
+ var particleSize: vec2f=vertexInputs.size.yz*vertexInputs.size.x;
23
+ #else
17
24
  var particleSize: vec2f=vertexInputs.size;
25
+ #endif
18
26
  #else
19
27
  var particleSize: vec2f=uniforms.size;
20
28
  #endif
29
+ #ifdef FLUIDRENDERING_CENTERED_OFFSET
30
+ let fluidOffset: vec2f=vertexInputs.offset+vec2f(0.5);
31
+ #else
32
+ let fluidOffset: vec2f=vertexInputs.offset;
33
+ #endif
21
34
  var cornerPos: vec3f=vec3f(
22
- vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,
35
+ (fluidOffset-vec2f(0.5))*particleSize,
23
36
  0.0
24
- );vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=particleSize.x/2.0;
37
+ );vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=fluidOffset;vertexOutputs.sphereRadius=particleSize.x/2.0;
25
38
  #ifdef FLUIDRENDERING_VELOCITY
26
39
  vertexOutputs.velocityNorm=length(velocity);
27
40
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute size: vec2f;\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nvar particleSize: vec2f=vertexInputs.size;\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\nvar cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=particleSize.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3\nattribute size: vec3f;\n#else\nattribute size: vec2f;\n#endif\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3\nvar particleSize: vec2f=vertexInputs.size.yz*vertexInputs.size.x;\n#else\nvar particleSize: vec2f=vertexInputs.size;\n#endif\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\n#ifdef FLUIDRENDERING_CENTERED_OFFSET\nlet fluidOffset: vec2f=vertexInputs.offset+vec2f(0.5);\n#else\nlet fluidOffset: vec2f=vertexInputs.offset;\n#endif\nvar cornerPos: vec3f=vec3f(\n(fluidOffset-vec2f(0.5))*particleSize,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=fluidOffset;vertexOutputs.sphereRadius=particleSize.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"]}
@@ -3,21 +3,34 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleThicknessVertexShader";
4
4
  const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;
5
5
  #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3
7
+ attribute size: vec3f;
8
+ #else
6
9
  attribute size: vec2f;
10
+ #endif
7
11
  #else
8
12
  uniform size: vec2f;
9
13
  #endif
10
14
  varying uv: vec2f;@vertex
11
15
  fn main(input: VertexInputs)->FragmentInputs {
12
16
  #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
17
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3
18
+ var particleSize: vec2f=vertexInputs.size.yz*vertexInputs.size.x;
19
+ #else
13
20
  var particleSize: vec2f=vertexInputs.size;
21
+ #endif
14
22
  #else
15
23
  var particleSize: vec2f=uniforms.size;
16
24
  #endif
25
+ #ifdef FLUIDRENDERING_CENTERED_OFFSET
26
+ let fluidOffset: vec2f=vertexInputs.offset+vec2f(0.5);
27
+ #else
28
+ let fluidOffset: vec2f=vertexInputs.offset;
29
+ #endif
17
30
  var cornerPos: vec3f=vec3f(
18
- vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,
31
+ (fluidOffset-vec2f(0.5))*particleSize,
19
32
  0.0
20
- );var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;}
33
+ );var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=fluidOffset;}
21
34
  `;
22
35
  // Sideeffect
23
36
  if (!ShaderStore.ShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,+CAA+C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute size: vec2f;\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nvar particleSize: vec2f=vertexInputs.size;\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\nvar cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,+CAA+C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3\nattribute size: vec3f;\n#else\nattribute size: vec2f;\n#endif\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE_VEC3\nvar particleSize: vec2f=vertexInputs.size.yz*vertexInputs.size.x;\n#else\nvar particleSize: vec2f=vertexInputs.size;\n#endif\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\n#ifdef FLUIDRENDERING_CENTERED_OFFSET\nlet fluidOffset: vec2f=vertexInputs.offset+vec2f(0.5);\n#else\nlet fluidOffset: vec2f=vertexInputs.offset;\n#endif\nvar cornerPos: vec3f=vec3f(\n(fluidOffset-vec2f(0.5))*particleSize,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=fluidOffset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShaderWGSL = { name, shader };\n"]}
@@ -3,19 +3,52 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import { clipPlaneFragmentDeclarationWGSL } from "./ShadersInclude/clipPlaneFragmentDeclaration.js";
4
4
  import { logDepthDeclarationWGSL } from "./ShadersInclude/logDepthDeclaration.js";
5
5
  import { fogFragmentDeclarationWGSL } from "./ShadersInclude/fogFragmentDeclaration.js";
6
+ import { objectIdFunctionsWGSL } from "./ShadersInclude/objectIdFunctions.js";
7
+ import { prePassDeclarationWGSL } from "./ShadersInclude/prePassDeclaration.js";
6
8
  import { packingFunctionsWGSL } from "./ShadersInclude/packingFunctions.js";
7
9
  import { logDepthFragmentWGSL } from "./ShadersInclude/logDepthFragment.js";
8
10
  import { fogFragmentWGSL } from "./ShadersInclude/fogFragment.js";
9
11
  import { gaussianSplattingFragmentDeclarationWGSL } from "./ShadersInclude/gaussianSplattingFragmentDeclaration.js";
10
12
  import { clipPlaneFragmentWGSL } from "./ShadersInclude/clipPlaneFragment.js";
13
+ import { meshBlendTagFragmentOutputWGSL } from "./ShadersInclude/meshBlendTagFragmentOutput.js";
14
+ import { geometryRenderingFragmentWGSL } from "./ShadersInclude/geometryRenderingFragment.js";
11
15
  const name = "gaussianSplattingPixelShader";
12
16
  const shader = `#include<clipPlaneFragmentDeclaration>
13
17
  #include<logDepthDeclaration>
14
18
  #include<fogFragmentDeclaration>
19
+ #define PREPASS_CUSTOM_VARYINGS
20
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
15
21
  #ifdef GPUPICKER_PACK_DEPTH
16
22
  #include<packingFunctions>
17
23
  #endif
18
24
  varying vColor: vec4f;varying vPosition: vec2f;
25
+ #ifdef PREPASS
26
+ uniform geometryZeroAlphaDiscard: f32;
27
+ #ifdef PREPASS_POSITION
28
+ varying vGeometryPositionW: vec3f;
29
+ #endif
30
+ #ifdef PREPASS_LOCAL_POSITION
31
+ varying vGeometryPositionL: vec3f;
32
+ #endif
33
+ #ifdef PREPASS_DEPTH
34
+ varying vGeometryViewDepth: f32;
35
+ #endif
36
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
37
+ varying vGeometryNormalizedViewDepth: f32;
38
+ #endif
39
+ #ifdef PREPASS_NORMAL
40
+ varying vGeometryNormalV: vec3f;
41
+ #endif
42
+ #ifdef PREPASS_WORLD_NORMAL
43
+ varying vGeometryNormalW: vec3f;
44
+ #endif
45
+ #if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)
46
+ varying vGeometryAlbedo: vec3f;
47
+ #endif
48
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
49
+ varying vGeometryCurrentPosition: vec4f;varying vGeometryPreviousPosition: vec4f;
50
+ #endif
51
+ #endif
19
52
  #define CUSTOM_FRAGMENT_DEFINITIONS
20
53
  #include<gaussianSplattingFragmentDeclaration>
21
54
  @fragment
@@ -24,7 +57,35 @@ fn main(input: FragmentInputs)->FragmentOutputs {
24
57
  #include<clipPlaneFragment>
25
58
  var finalColor: vec4f=gaussianColor(input.vColor,input.vPosition);
26
59
  #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
27
- #ifdef GPUPICKER_DEPTH
60
+ #ifdef PREPASS
61
+ if (finalColor.a<=0.0 && uniforms.geometryZeroAlphaDiscard>0.0) {discard;}
62
+ let geometryColor=finalColor;
63
+ #if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)
64
+ let geometryAlbedo=input.vGeometryAlbedo;
65
+ #endif
66
+ #ifdef PREPASS_POSITION
67
+ let geometryPositionW=input.vGeometryPositionW;
68
+ #endif
69
+ #ifdef PREPASS_LOCAL_POSITION
70
+ let geometryPositionL=input.vGeometryPositionL;
71
+ #endif
72
+ #ifdef PREPASS_DEPTH
73
+ let geometryViewDepth=input.vGeometryViewDepth;
74
+ #endif
75
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
76
+ let geometryNormalizedViewDepth=input.vGeometryNormalizedViewDepth;
77
+ #endif
78
+ #ifdef PREPASS_NORMAL
79
+ let geometryNormalV=input.vGeometryNormalV;
80
+ #endif
81
+ #ifdef PREPASS_WORLD_NORMAL
82
+ let geometryNormalW=input.vGeometryNormalW;
83
+ #endif
84
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
85
+ let geometryCurrentPosition=input.vGeometryCurrentPosition;let geometryPreviousPosition=input.vGeometryPreviousPosition;
86
+ #endif
87
+ #include<geometryRenderingFragment>
88
+ #elif defined(GPUPICKER_DEPTH)
28
89
  fragmentOutputs.fragData0=finalColor;
29
90
  #ifdef GPUPICKER_PACK_DEPTH
30
91
  fragmentOutputs.fragData1=pack(fragmentInputs.position.z);
@@ -41,7 +102,7 @@ fragmentOutputs.color=finalColor;
41
102
  if (!ShaderStore.ShadersStoreWGSL[name]) {
42
103
  ShaderStore.ShadersStoreWGSL[name] = shader;
43
104
  }
44
- const includes = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, packingFunctionsWGSL, logDepthFragmentWGSL, fogFragmentWGSL, gaussianSplattingFragmentDeclarationWGSL, clipPlaneFragmentWGSL];
105
+ const includes = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, packingFunctionsWGSL, logDepthFragmentWGSL, fogFragmentWGSL, gaussianSplattingFragmentDeclarationWGSL, clipPlaneFragmentWGSL, meshBlendTagFragmentOutputWGSL, geometryRenderingFragmentWGSL];
45
106
  for (const inc of includes) {
46
107
  if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
47
108
  ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,gCAAgC,EAAE,MAAM,+CAA+C,CAAC;AACjG,OAAO,EAAE,uBAAuB,EAAE,MAAM,sCAAsC,CAAC;AAC/E,OAAO,EAAE,0BAA0B,EAAE,MAAM,yCAAyC,CAAC;AACrF,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AACzE,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AACzE,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,wCAAwC,EAAE,MAAM,uDAAuD,CAAC;AACjH,OAAO,EAAE,qBAAqB,EAAE,MAAM,oCAAoC,CAAC;AAE3E,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,eAAe,EAAE,wCAAwC,EAAE,qBAAqB,CAAC,CAAC;AACvO,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { packingFunctionsWGSL } from \"./ShadersInclude/packingFunctions\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { gaussianSplattingFragmentDeclarationWGSL } from \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef GPUPICKER_PACK_DEPTH\n#include<packingFunctions>\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<gaussianSplattingFragmentDeclaration>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar finalColor: vec4f=gaussianColor(input.vColor,input.vPosition);\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef GPUPICKER_DEPTH\nfragmentOutputs.fragData0=finalColor;\n#ifdef GPUPICKER_PACK_DEPTH\nfragmentOutputs.fragData1=pack(fragmentInputs.position.z);\n#else\nfragmentOutputs.fragData1=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#else\nfragmentOutputs.color=finalColor;\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, packingFunctionsWGSL, logDepthFragmentWGSL, fogFragmentWGSL, gaussianSplattingFragmentDeclarationWGSL, clipPlaneFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gaussianSplattingPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,gCAAgC,EAAE,MAAM,+CAA+C,CAAC;AACjG,OAAO,EAAE,uBAAuB,EAAE,MAAM,sCAAsC,CAAC;AAC/E,OAAO,EAAE,0BAA0B,EAAE,MAAM,yCAAyC,CAAC;AACrF,OAAO,EAAE,qBAAqB,EAAE,MAAM,oCAAoC,CAAC;AAC3E,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAC7E,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AACzE,OAAO,EAAE,oBAAoB,EAAE,MAAM,mCAAmC,CAAC;AACzE,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,wCAAwC,EAAE,MAAM,uDAAuD,CAAC;AACjH,OAAO,EAAE,qBAAqB,EAAE,MAAM,oCAAoC,CAAC;AAC3E,OAAO,EAAE,8BAA8B,EAAE,MAAM,6CAA6C,CAAC;AAC7F,OAAO,EAAE,6BAA6B,EAAE,MAAM,4CAA4C,CAAC;AAE3F,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoFd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,sBAAsB,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,eAAe,EAAE,wCAAwC,EAAE,qBAAqB,EAAE,8BAA8B,EAAE,6BAA6B,CAAC,CAAC;AACrV,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { objectIdFunctionsWGSL } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { packingFunctionsWGSL } from \"./ShadersInclude/packingFunctions\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { gaussianSplattingFragmentDeclarationWGSL } from \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { meshBlendTagFragmentOutputWGSL } from \"./ShadersInclude/meshBlendTagFragmentOutput\";\nimport { geometryRenderingFragmentWGSL } from \"./ShadersInclude/geometryRenderingFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define PREPASS_CUSTOM_VARYINGS\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#ifdef GPUPICKER_PACK_DEPTH\n#include<packingFunctions>\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#ifdef PREPASS\nuniform geometryZeroAlphaDiscard: f32;\n#ifdef PREPASS_POSITION\nvarying vGeometryPositionW: vec3f;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvarying vGeometryPositionL: vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vGeometryViewDepth: f32;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vGeometryNormalizedViewDepth: f32;\n#endif\n#ifdef PREPASS_NORMAL\nvarying vGeometryNormalV: vec3f;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvarying vGeometryNormalW: vec3f;\n#endif\n#if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)\nvarying vGeometryAlbedo: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vGeometryCurrentPosition: vec4f;varying vGeometryPreviousPosition: vec4f;\n#endif\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<gaussianSplattingFragmentDeclaration>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar finalColor: vec4f=gaussianColor(input.vColor,input.vPosition);\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nif (finalColor.a<=0.0 && uniforms.geometryZeroAlphaDiscard>0.0) {discard;}\nlet geometryColor=finalColor;\n#if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)\nlet geometryAlbedo=input.vGeometryAlbedo;\n#endif\n#ifdef PREPASS_POSITION\nlet geometryPositionW=input.vGeometryPositionW;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nlet geometryPositionL=input.vGeometryPositionL;\n#endif\n#ifdef PREPASS_DEPTH\nlet geometryViewDepth=input.vGeometryViewDepth;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nlet geometryNormalizedViewDepth=input.vGeometryNormalizedViewDepth;\n#endif\n#ifdef PREPASS_NORMAL\nlet geometryNormalV=input.vGeometryNormalV;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nlet geometryNormalW=input.vGeometryNormalW;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nlet geometryCurrentPosition=input.vGeometryCurrentPosition;let geometryPreviousPosition=input.vGeometryPreviousPosition;\n#endif\n#include<geometryRenderingFragment>\n#elif defined(GPUPICKER_DEPTH)\nfragmentOutputs.fragData0=finalColor;\n#ifdef GPUPICKER_PACK_DEPTH\nfragmentOutputs.fragData1=pack(fragmentInputs.position.z);\n#else\nfragmentOutputs.fragData1=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#else\nfragmentOutputs.color=finalColor;\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, packingFunctionsWGSL, logDepthFragmentWGSL, fogFragmentWGSL, gaussianSplattingFragmentDeclarationWGSL, clipPlaneFragmentWGSL, meshBlendTagFragmentOutputWGSL, geometryRenderingFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gaussianSplattingPixelShaderWGSL = { name, shader };\n"]}
@@ -18,6 +18,17 @@ const shader = `#include<sceneUboDeclaration>
18
18
  #include<fogVertexDeclaration>
19
19
  #include<logDepthDeclaration>
20
20
  attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform minPixelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;
21
+ #ifdef PREPASS
22
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
23
+ uniform previousWorld: mat4x4f;uniform previousViewProjection: mat4x4f;
24
+ #if IS_COMPOUND
25
+ uniform previousPartWorld: array<mat4x4<f32>,MAX_PART_COUNT>;
26
+ #endif
27
+ #endif
28
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
29
+ uniform geometryDepthRange: vec2f;
30
+ #endif
31
+ #endif
21
32
  #if IS_COMPOUND
22
33
  uniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;
23
34
  #endif
@@ -49,6 +60,32 @@ var shTexture3: texture_2d<u32>;var shTexture4: texture_2d<u32>;
49
60
  var partIndicesTexture: texture_2d<f32>;
50
61
  #endif
51
62
  varying vColor: vec4f;varying vPosition: vec2f;
63
+ #ifdef PREPASS
64
+ #ifdef PREPASS_POSITION
65
+ varying vGeometryPositionW: vec3f;
66
+ #endif
67
+ #ifdef PREPASS_LOCAL_POSITION
68
+ varying vGeometryPositionL: vec3f;
69
+ #endif
70
+ #ifdef PREPASS_DEPTH
71
+ varying vGeometryViewDepth: f32;
72
+ #endif
73
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
74
+ varying vGeometryNormalizedViewDepth: f32;
75
+ #endif
76
+ #ifdef PREPASS_NORMAL
77
+ varying vGeometryNormalV: vec3f;
78
+ #endif
79
+ #ifdef PREPASS_WORLD_NORMAL
80
+ varying vGeometryNormalW: vec3f;
81
+ #endif
82
+ #if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)
83
+ varying vGeometryAlbedo: vec3f;
84
+ #endif
85
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
86
+ varying vGeometryCurrentPosition: vec4f;varying vGeometryPreviousPosition: vec4f;
87
+ #endif
88
+ #endif
52
89
  #define CUSTOM_VERTEX_DEFINITIONS
53
90
  #include<gaussianSplatting>
54
91
  @vertex
@@ -61,6 +98,9 @@ let splatWorld: mat4x4f=getPartWorld(splat.partIndex);
61
98
  let splatWorld: mat4x4f=mesh.world;
62
99
  #endif
63
100
  let worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=vertexInputs.position.xy;
101
+ #if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)
102
+ vertexOutputs.vGeometryAlbedo=splat.color.xyz;
103
+ #endif
64
104
  #if SH_DEGREE>0
65
105
  let worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));
66
106
  #if defined(GS_DBG_ENABLED) && IS_COMPOUND
@@ -91,6 +131,46 @@ vertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];
91
131
  var scale: vec2f=vec2f(1.,1.);
92
132
  #define CUSTOM_VERTEX_UPDATE
93
133
  vertexOutputs.position=gaussianSplatting(vertexInputs.position.xy,worldPos.xyz,scale,covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize,uniforms.minPixelSize);
134
+ #ifdef PREPASS
135
+ #if defined(PREPASS_POSITION) || defined(PREPASS_LOCAL_POSITION) || defined(PREPASS_DEPTH) || defined(PREPASS_NORMALIZED_VIEW_DEPTH) || defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
136
+ let geometrySplatViewPosition=(scene.view*worldPos).xyz;let viewRotation=mat3x3f(scene.view[0].xyz,scene.view[1].xyz,scene.view[2].xyz);
137
+ #endif
138
+ #if defined(PREPASS_POSITION) || defined(PREPASS_LOCAL_POSITION) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
139
+ var geometryPlaneViewPosition=scene.inverseProjection*vertexOutputs.position;geometryPlaneViewPosition/=geometryPlaneViewPosition.w;let geometryPlanePositionW=worldPos.xyz+transpose(viewRotation)*(geometryPlaneViewPosition.xyz-geometrySplatViewPosition);
140
+ #if defined(PREPASS_LOCAL_POSITION) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
141
+ let splatWorldRotation=mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let geometryPlanePositionL=splat.center.xyz+inverseMat3(splatWorldRotation)*(geometryPlanePositionW-worldPos.xyz);
142
+ #endif
143
+ #endif
144
+ #ifdef PREPASS_POSITION
145
+ vertexOutputs.vGeometryPositionW=geometryPlanePositionW;
146
+ #endif
147
+ #ifdef PREPASS_LOCAL_POSITION
148
+ vertexOutputs.vGeometryPositionL=geometryPlanePositionL;
149
+ #endif
150
+ #ifdef PREPASS_DEPTH
151
+ vertexOutputs.vGeometryViewDepth=geometrySplatViewPosition.z;
152
+ #endif
153
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
154
+ vertexOutputs.vGeometryNormalizedViewDepth=(geometrySplatViewPosition.z-uniforms.geometryDepthRange.x)/(uniforms.geometryDepthRange.y-uniforms.geometryDepthRange.x);
155
+ #endif
156
+ #if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)
157
+ let geometryNormalV=vec3f(0.0,0.0,select(-1.0,1.0,geometrySplatViewPosition.z<0.0));let geometryNormalW=normalize(transpose(viewRotation)*geometryNormalV);
158
+ #ifdef PREPASS_NORMAL
159
+ vertexOutputs.vGeometryNormalV=geometryNormalV;
160
+ #endif
161
+ #ifdef PREPASS_WORLD_NORMAL
162
+ vertexOutputs.vGeometryNormalW=geometryNormalW;
163
+ #endif
164
+ #endif
165
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
166
+ vertexOutputs.vGeometryCurrentPosition=vertexOutputs.position;
167
+ #if IS_COMPOUND
168
+ vertexOutputs.vGeometryPreviousPosition=uniforms.previousViewProjection*uniforms.previousPartWorld[splat.partIndex]*vec4f(geometryPlanePositionL,1.0);
169
+ #else
170
+ vertexOutputs.vGeometryPreviousPosition=uniforms.previousViewProjection*uniforms.previousWorld*vec4f(geometryPlanePositionL,1.0);
171
+ #endif
172
+ #endif
173
+ #endif
94
174
  #include<clipPlaneVertex>
95
175
  #include<fogVertex>
96
176
  #include<logDepthVertex>
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,uBAAuB,EAAE,MAAM,sCAAsC,CAAC;AAC/E,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAC7E,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,8BAA8B,EAAE,MAAM,6CAA6C,CAAC;AAC7F,OAAO,EAAE,wBAAwB,EAAE,MAAM,uCAAuC,CAAC;AACjF,OAAO,EAAE,uBAAuB,EAAE,MAAM,sCAAsC,CAAC;AAC/E,OAAO,EAAE,qBAAqB,EAAE,MAAM,oCAAoC,CAAC;AAC3E,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,iCAAiC,CAAC;AAErE,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,uBAAuB,EAAE,sBAAsB,EAAE,mBAAmB,EAAE,8BAA8B,EAAE,wBAAwB,EAAE,uBAAuB,EAAE,qBAAqB,EAAE,mBAAmB,EAAE,aAAa,EAAE,kBAAkB,CAAC,CAAC;AAC1P,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { clipPlaneVertexDeclarationWGSL } from \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"./ShadersInclude/fogVertexDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { gaussianSplattingWGSL } from \"./ShadersInclude/gaussianSplatting\";\nimport { clipPlaneVertexWGSL } from \"./ShadersInclude/clipPlaneVertex\";\nimport { fogVertexWGSL } from \"./ShadersInclude/fogVertex\";\nimport { logDepthVertexWGSL } from \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform minPixelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#ifdef USE_SOG\nvar sogQuatsTexture: texture_2d<f32>;uniform sogMeansMin: vec3f;uniform sogMeansMax: vec3f;\n#ifdef USE_SOG_V2\nvar sogCodebookTexture: texture_2d<f32>;\n#else\nuniform sogScalesMin: vec3f;uniform sogScalesMax: vec3f;uniform sogSh0Min: vec4f;uniform sogSh0Max: vec4f;uniform sogShnMin: f32;uniform sogShnMax: f32;\n#endif\n#if SH_DEGREE>0\nvar sogShNCentroidsTexture: texture_2d<f32>;var sogShNLabelsTexture: texture_2d<f32>;uniform sogShCoeffCount: f32;\n#endif\n#endif\n#if SH_DEGREE>0 && !defined(USE_SOG)\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1 && !defined(USE_SOG)\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2 && !defined(USE_SOG)\nvar shTexture2: texture_2d<u32>;\n#endif\n#if SH_DEGREE>3 && !defined(USE_SOG)\nvar shTexture3: texture_2d<u32>;var shTexture4: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#define CUSTOM_VERTEX_DEFINITIONS\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nlet splatIndex: f32=getSplatIndex(i32(vertexInputs.position.z+0.5),vertexInputs.splatIndex0,vertexInputs.splatIndex1,vertexInputs.splatIndex2,vertexInputs.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=vertexInputs.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n{let _row3=textureLoad(dbgPartData,vec2i(i32(splat.partIndex),3),0);\n#if SH_DEGREE>3\nlet _so4=textureLoad(dbgPartData,vec2i(i32(splat.partIndex),4),0).x;\n#else\nlet _so4: f32=1.0;\n#endif\nvertexOutputs.vColor=vec4f(_row3.x*splat.color.xyz+computeSHWeighted(splat,eyeToSplatLocalSpace,_row3.y,_row3.z,_row3.w,_so4),splat.color.w*uniforms.alpha);}\n#elif defined(GS_DBG_ENABLED) && GS_DBG_SH_DC==0\nvertexOutputs.vColor=vec4f(computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#endif\n#else\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n{let _shDc=textureLoad(dbgPartData,vec2i(i32(splat.partIndex),3),0).x;vertexOutputs.vColor=vec4f(_shDc*splat.color.xyz,splat.color.w*uniforms.alpha);}\n#elif defined(GS_DBG_ENABLED) && GS_DBG_SH_DC==0\nvertexOutputs.vColor=vec4f(0.0,0.0,0.0,splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\n#endif\n#if IS_COMPOUND\nvertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];\n#endif\nvar scale: vec2f=vec2f(1.,1.);\n#define CUSTOM_VERTEX_UPDATE\nvertexOutputs.position=gaussianSplatting(vertexInputs.position.xy,worldPos.xyz,scale,covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize,uniforms.minPixelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, helperFunctionsWGSL, clipPlaneVertexDeclarationWGSL, fogVertexDeclarationWGSL, logDepthDeclarationWGSL, gaussianSplattingWGSL, clipPlaneVertexWGSL, fogVertexWGSL, logDepthVertexWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,uBAAuB,EAAE,MAAM,sCAAsC,CAAC;AAC/E,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAC7E,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,8BAA8B,EAAE,MAAM,6CAA6C,CAAC;AAC7F,OAAO,EAAE,wBAAwB,EAAE,MAAM,uCAAuC,CAAC;AACjF,OAAO,EAAE,uBAAuB,EAAE,MAAM,sCAAsC,CAAC;AAC/E,OAAO,EAAE,qBAAqB,EAAE,MAAM,oCAAoC,CAAC;AAC3E,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,iCAAiC,CAAC;AAErE,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,uBAAuB,EAAE,sBAAsB,EAAE,mBAAmB,EAAE,8BAA8B,EAAE,wBAAwB,EAAE,uBAAuB,EAAE,qBAAqB,EAAE,mBAAmB,EAAE,aAAa,EAAE,kBAAkB,CAAC,CAAC;AAC1P,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { clipPlaneVertexDeclarationWGSL } from \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"./ShadersInclude/fogVertexDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { gaussianSplattingWGSL } from \"./ShadersInclude/gaussianSplatting\";\nimport { clipPlaneVertexWGSL } from \"./ShadersInclude/clipPlaneVertex\";\nimport { fogVertexWGSL } from \"./ShadersInclude/fogVertex\";\nimport { logDepthVertexWGSL } from \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform minPixelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#ifdef PREPASS\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousWorld: mat4x4f;uniform previousViewProjection: mat4x4f;\n#if IS_COMPOUND\nuniform previousPartWorld: array<mat4x4<f32>,MAX_PART_COUNT>;\n#endif\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nuniform geometryDepthRange: vec2f;\n#endif\n#endif\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#ifdef USE_SOG\nvar sogQuatsTexture: texture_2d<f32>;uniform sogMeansMin: vec3f;uniform sogMeansMax: vec3f;\n#ifdef USE_SOG_V2\nvar sogCodebookTexture: texture_2d<f32>;\n#else\nuniform sogScalesMin: vec3f;uniform sogScalesMax: vec3f;uniform sogSh0Min: vec4f;uniform sogSh0Max: vec4f;uniform sogShnMin: f32;uniform sogShnMax: f32;\n#endif\n#if SH_DEGREE>0\nvar sogShNCentroidsTexture: texture_2d<f32>;var sogShNLabelsTexture: texture_2d<f32>;uniform sogShCoeffCount: f32;\n#endif\n#endif\n#if SH_DEGREE>0 && !defined(USE_SOG)\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1 && !defined(USE_SOG)\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2 && !defined(USE_SOG)\nvar shTexture2: texture_2d<u32>;\n#endif\n#if SH_DEGREE>3 && !defined(USE_SOG)\nvar shTexture3: texture_2d<u32>;var shTexture4: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#ifdef PREPASS\n#ifdef PREPASS_POSITION\nvarying vGeometryPositionW: vec3f;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvarying vGeometryPositionL: vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vGeometryViewDepth: f32;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vGeometryNormalizedViewDepth: f32;\n#endif\n#ifdef PREPASS_NORMAL\nvarying vGeometryNormalV: vec3f;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvarying vGeometryNormalW: vec3f;\n#endif\n#if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)\nvarying vGeometryAlbedo: vec3f;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vGeometryCurrentPosition: vec4f;varying vGeometryPreviousPosition: vec4f;\n#endif\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nlet splatIndex: f32=getSplatIndex(i32(vertexInputs.position.z+0.5),vertexInputs.splatIndex0,vertexInputs.splatIndex1,vertexInputs.splatIndex2,vertexInputs.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=vertexInputs.position.xy;\n#if defined(PREPASS_ALBEDO) || defined(PREPASS_ALBEDO_SQRT)\nvertexOutputs.vGeometryAlbedo=splat.color.xyz;\n#endif\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n{let _row3=textureLoad(dbgPartData,vec2i(i32(splat.partIndex),3),0);\n#if SH_DEGREE>3\nlet _so4=textureLoad(dbgPartData,vec2i(i32(splat.partIndex),4),0).x;\n#else\nlet _so4: f32=1.0;\n#endif\nvertexOutputs.vColor=vec4f(_row3.x*splat.color.xyz+computeSHWeighted(splat,eyeToSplatLocalSpace,_row3.y,_row3.z,_row3.w,_so4),splat.color.w*uniforms.alpha);}\n#elif defined(GS_DBG_ENABLED) && GS_DBG_SH_DC==0\nvertexOutputs.vColor=vec4f(computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#endif\n#else\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n{let _shDc=textureLoad(dbgPartData,vec2i(i32(splat.partIndex),3),0).x;vertexOutputs.vColor=vec4f(_shDc*splat.color.xyz,splat.color.w*uniforms.alpha);}\n#elif defined(GS_DBG_ENABLED) && GS_DBG_SH_DC==0\nvertexOutputs.vColor=vec4f(0.0,0.0,0.0,splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\n#endif\n#if IS_COMPOUND\nvertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];\n#endif\nvar scale: vec2f=vec2f(1.,1.);\n#define CUSTOM_VERTEX_UPDATE\nvertexOutputs.position=gaussianSplatting(vertexInputs.position.xy,worldPos.xyz,scale,covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize,uniforms.minPixelSize);\n#ifdef PREPASS\n#if defined(PREPASS_POSITION) || defined(PREPASS_LOCAL_POSITION) || defined(PREPASS_DEPTH) || defined(PREPASS_NORMALIZED_VIEW_DEPTH) || defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nlet geometrySplatViewPosition=(scene.view*worldPos).xyz;let viewRotation=mat3x3f(scene.view[0].xyz,scene.view[1].xyz,scene.view[2].xyz);\n#endif\n#if defined(PREPASS_POSITION) || defined(PREPASS_LOCAL_POSITION) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar geometryPlaneViewPosition=scene.inverseProjection*vertexOutputs.position;geometryPlaneViewPosition/=geometryPlaneViewPosition.w;let geometryPlanePositionW=worldPos.xyz+transpose(viewRotation)*(geometryPlaneViewPosition.xyz-geometrySplatViewPosition);\n#if defined(PREPASS_LOCAL_POSITION) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nlet splatWorldRotation=mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let geometryPlanePositionL=splat.center.xyz+inverseMat3(splatWorldRotation)*(geometryPlanePositionW-worldPos.xyz);\n#endif\n#endif\n#ifdef PREPASS_POSITION\nvertexOutputs.vGeometryPositionW=geometryPlanePositionW;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vGeometryPositionL=geometryPlanePositionL;\n#endif\n#ifdef PREPASS_DEPTH\nvertexOutputs.vGeometryViewDepth=geometrySplatViewPosition.z;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvertexOutputs.vGeometryNormalizedViewDepth=(geometrySplatViewPosition.z-uniforms.geometryDepthRange.x)/(uniforms.geometryDepthRange.y-uniforms.geometryDepthRange.x);\n#endif\n#if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)\nlet geometryNormalV=vec3f(0.0,0.0,select(-1.0,1.0,geometrySplatViewPosition.z<0.0));let geometryNormalW=normalize(transpose(viewRotation)*geometryNormalV);\n#ifdef PREPASS_NORMAL\nvertexOutputs.vGeometryNormalV=geometryNormalV;\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nvertexOutputs.vGeometryNormalW=geometryNormalW;\n#endif\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvertexOutputs.vGeometryCurrentPosition=vertexOutputs.position;\n#if IS_COMPOUND\nvertexOutputs.vGeometryPreviousPosition=uniforms.previousViewProjection*uniforms.previousPartWorld[splat.partIndex]*vec4f(geometryPlanePositionL,1.0);\n#else\nvertexOutputs.vGeometryPreviousPosition=uniforms.previousViewProjection*uniforms.previousWorld*vec4f(geometryPlanePositionL,1.0);\n#endif\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, helperFunctionsWGSL, clipPlaneVertexDeclarationWGSL, fogVertexDeclarationWGSL, logDepthDeclarationWGSL, gaussianSplattingWGSL, clipPlaneVertexWGSL, fogVertexWGSL, logDepthVertexWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
@@ -65,12 +65,15 @@ uniform glossiness: f32;
65
65
  #endif
66
66
  #endif
67
67
  #if defined(ALPHATEST) && defined(NEED_UV)
68
- var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
68
+ var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform alphaCutOff: f32;
69
69
  #endif
70
70
  #ifdef OBJECT_ID
71
71
  uniform objectId: f32;
72
72
  #include<objectIdFunctions>
73
73
  #endif
74
+ #ifdef MESH_BLEND_TAG
75
+ uniform meshBlendTag: i32;
76
+ #endif
74
77
  #include<clipPlaneFragmentDeclaration>
75
78
  #include<bumpFragmentMainFunctions>
76
79
  #include<bumpFragmentFunctions>
@@ -106,7 +109,7 @@ uniform vTransmissionScatterAnisotropy: f32;
106
109
  fn main(input: FragmentInputs)->FragmentOutputs {
107
110
  #include<clipPlaneFragment>
108
111
  #ifdef ALPHATEST
109
- if (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}
112
+ if (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<uniforms.alphaCutOff) {discard;}
110
113
  #endif
111
114
  var normalOutput: vec3f;
112
115
  #ifdef BUMP
@@ -263,29 +266,61 @@ irradiance_alpha=min(subsurface_weight+transmission_weight,1.0);
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  fragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);
264
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  #endif
265
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  #if SCENE_MRT_COUNT>0
269
+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==0
270
+ fragmentOutputs.fragData0=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData0=fragData[0];
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  #endif
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+ #endif
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  #if SCENE_MRT_COUNT>1
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+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==1
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+ fragmentOutputs.fragData1=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData1=fragData[1];
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  #endif
281
+ #endif
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  #if SCENE_MRT_COUNT>2
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+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==2
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+ fragmentOutputs.fragData2=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData2=fragData[2];
273
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  #endif
288
+ #endif
274
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  #if SCENE_MRT_COUNT>3
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+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==3
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+ fragmentOutputs.fragData3=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData3=fragData[3];
276
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  #endif
295
+ #endif
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  #if SCENE_MRT_COUNT>4
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+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==4
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+ fragmentOutputs.fragData4=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData4=fragData[4];
279
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  #endif
302
+ #endif
280
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  #if SCENE_MRT_COUNT>5
304
+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==5
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+ fragmentOutputs.fragData5=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
281
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  fragmentOutputs.fragData5=fragData[5];
282
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  #endif
309
+ #endif
283
310
  #if SCENE_MRT_COUNT>6
311
+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==6
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+ fragmentOutputs.fragData6=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData6=fragData[6];
285
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  #endif
316
+ #endif
286
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  #if SCENE_MRT_COUNT>7
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+ #if defined(MESH_BLEND_TAG) && MESH_BLEND_TAG_INDEX==7
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+ fragmentOutputs.fragData7=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);
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+ #else
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  fragmentOutputs.fragData7=fragData[7];
288
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  #endif
323
+ #endif
289
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  }
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  `;
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  // Sideeffect