@onerjs/core 8.56.4 → 9.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.js +36 -0
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationGroup.pure.d.ts +61 -1
- package/Animations/animationGroup.pure.js +191 -2
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/Animations/pure.d.ts +1 -0
- package/Animations/pure.js +1 -0
- package/Animations/pure.js.map +1 -1
- package/Animations/rootMotion.d.ts +560 -0
- package/Animations/rootMotion.js +1709 -0
- package/Animations/rootMotion.js.map +1 -0
- package/Animations/runtimeAnimation.d.ts +57 -0
- package/Animations/runtimeAnimation.js +127 -3
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.d.ts +2 -0
- package/Cameras/arcRotateCamera.pure.js +2 -0
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.d.ts +2 -0
- package/Cameras/targetCamera.pure.js +13 -2
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
- package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
- package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.pure.js +63 -0
- package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
- package/Engines/Extensions/index.d.ts +1 -0
- package/Engines/Extensions/index.js +1 -0
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/Extensions/pure.d.ts +1 -1
- package/Engines/Extensions/pure.js +1 -1
- package/Engines/Extensions/pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
- package/Engines/Native/nativeHardwareTexture.d.ts +8 -1
- package/Engines/Native/nativeHardwareTexture.js +7 -0
- package/Engines/Native/nativeHardwareTexture.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +56 -1
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +37 -8
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +40 -0
- package/Engines/Native/nativeRenderTargetWrapper.js +265 -5
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.d.ts +1 -0
- package/Engines/Processors/shaderCodeCursor.js +40 -3
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
- package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js +1 -0
- package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +1 -0
- package/Engines/WebGPU/Extensions/index.js +1 -0
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
- package/Engines/WebGPU/Extensions/pure.js +1 -1
- package/Engines/WebGPU/Extensions/pure.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
- package/Engines/WebGPU/webgpuBundleList.js +4 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
- package/Engines/WebGPU/webgpuTextureManager.js +286 -13
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +17 -1
- package/Engines/abstractEngine.pure.js +17 -5
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.pure.d.ts +0 -1
- package/Engines/engine.pure.js +0 -7
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/nativeEngine.pure.js +1 -1
- package/Engines/nativeEngine.pure.js.map +1 -1
- package/Engines/thinEngine.pure.d.ts +15 -0
- package/Engines/thinEngine.pure.js +61 -14
- package/Engines/thinEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +218 -17
- package/Engines/thinNativeEngine.pure.js +1438 -165
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +4 -0
- package/Engines/thinWebGPUEngine.js +16 -2
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +17 -3
- package/Engines/webgpuEngine.pure.js +56 -13
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.d.ts +10 -0
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js +24 -12
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.d.ts +7 -0
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js +43 -0
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +18 -4
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +24 -6
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +85 -25
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.d.ts +12 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +8 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js +4 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.d.ts +12 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js +14 -2
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.d.ts +5 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js +23 -8
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphInteger.pure.d.ts +5 -0
- package/FlowGraph/CustomTypes/flowGraphInteger.pure.js +7 -0
- package/FlowGraph/CustomTypes/flowGraphInteger.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +10 -0
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +14 -0
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +6 -1
- package/FlowGraph/flowGraph.js +41 -9
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphAnimationHelpers.d.ts +24 -0
- package/FlowGraph/flowGraphAnimationHelpers.js +21 -0
- package/FlowGraph/flowGraphAnimationHelpers.js.map +1 -0
- package/FlowGraph/flowGraphBlock.js +3 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +7 -0
- package/FlowGraph/flowGraphConnection.js +7 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +2 -1
- package/FlowGraph/flowGraphContext.js +5 -3
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
- package/FlowGraph/flowGraphCoordinator.js +47 -16
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
- package/FlowGraph/flowGraphEventBlock.js +7 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
- package/FlowGraph/flowGraphHostResolver.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +60 -2
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphValidator.js +0 -4
- package/FlowGraph/flowGraphValidator.js.map +1 -1
- package/FlowGraph/index.d.ts +2 -0
- package/FlowGraph/index.js +2 -0
- package/FlowGraph/index.js.map +1 -1
- package/FlowGraph/pure.d.ts +2 -0
- package/FlowGraph/pure.js +2 -0
- package/FlowGraph/pure.js.map +1 -1
- package/FlowGraph/serialization.d.ts +4 -2
- package/FlowGraph/serialization.js +12 -24
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +9 -1
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.d.ts +1 -0
- package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js +4 -0
- package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.d.ts +54 -0
- package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js +155 -0
- package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/Textures/pure.js +1 -0
- package/FrameGraph/Node/Blocks/Textures/pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/allBlocks.pure.js +4 -0
- package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +2 -0
- package/FrameGraph/Node/Blocks/index.js +2 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/pure.d.ts +2 -0
- package/FrameGraph/Node/Blocks/pure.js +2 -0
- package/FrameGraph/Node/Blocks/pure.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/minMaxReducerTask.d.ts +62 -0
- package/FrameGraph/Tasks/Misc/minMaxReducerTask.js +159 -0
- package/FrameGraph/Tasks/Misc/minMaxReducerTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +72 -34
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +4 -0
- package/FrameGraph/frameGraph.js +14 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.d.ts +6 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
- package/FrameGraph/frameGraphRenderContext.js +5 -5
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/index.d.ts +2 -0
- package/FrameGraph/index.js +2 -0
- package/FrameGraph/index.js.map +1 -1
- package/FrameGraph/pure.d.ts +2 -0
- package/FrameGraph/pure.js +2 -0
- package/FrameGraph/pure.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +4 -0
- package/Inputs/scene.inputManager.js +50 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/Clustered/clusteredLightingSceneComponent.pure.d.ts +5 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.pure.js +22 -1
- package/Lights/Clustered/clusteredLightingSceneComponent.pure.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.pure.js +7 -3
- package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.d.ts +7 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js +8 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.d.ts +54 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js +81 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.d.ts +7 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js +8 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.d.ts +60 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js +90 -0
- package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +31 -0
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +103 -5
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +6 -6
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +153 -49
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js +4 -0
- package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.d.ts +83 -0
- package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js +191 -0
- package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.js +4 -0
- package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.d.ts +62 -0
- package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.js +125 -0
- package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/pure.d.ts +4 -0
- package/Materials/GaussianSplatting/pure.js +4 -0
- package/Materials/GaussianSplatting/pure.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +12 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
- package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
- package/Materials/Node/nodeMaterial.pure.js +4 -0
- package/Materials/Node/nodeMaterial.pure.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +25 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
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- package/Sprites/spriteRenderer.js +368 -50
- package/Sprites/spriteRenderer.js.map +1 -1
- package/Sprites/thinSprite.d.ts +4 -0
- package/Sprites/thinSprite.js +4 -0
- package/Sprites/thinSprite.js.map +1 -1
- package/States/alphaCullingState.d.ts +3 -1
- package/States/alphaCullingState.js +18 -3
- package/States/alphaCullingState.js.map +1 -1
- package/XR/features/WebXRSpaceWarp.pure.js +2 -1
- package/XR/features/WebXRSpaceWarp.pure.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +5 -1
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXREnterExitUI.d.ts +2 -1
- package/XR/webXREnterExitUI.js.map +1 -1
- package/assetContainer.d.ts +1 -0
- package/assetContainer.js +5 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.pure.d.ts +36 -2
- package/scene.pure.js +63 -4
- package/scene.pure.js.map +1 -1
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{"version":3,"file":"gaussianPointSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianPointSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianPointSplatting\";\nconst shader = `const GPS_DEPTH_CLEAR : u32=0xFFFFFFFFu;const GPS_DEPTH_MAX_CODE : u32=65534u;const GPS_TWO_PI : f32=6.2831853071795864;const GPS_U32_TO_UNIT : f32=2.3283064365386963e-10; \nconst GPS_PARTITION_BUCKETS : u32=65536u;struct GpsUniforms {view : mat4x4f,\nviewProjection : mat4x4f,\nresNearFar : vec4f,\nparams0 : vec4f, \nfocal : vec4f, \ncamPosDeg : vec4f, \ndepthNorm : vec4f, \nhiZInfo : vec4f, \nmisc : vec4f, \npixelMap : vec4f, \nprojection : mat4x4f,\ninverseProjection : mat4x4f,\nprojectedDepth : vec4f,};fn gpsProjectedDepth(inverseProjection : mat4x4f,ndcXY : vec2f,viewZ : f32)->vec2f {let origin=inverseProjection*vec4f(ndcXY,0.0,1.0);let direction=inverseProjection[2];let depth=(viewZ*origin.w-origin.z)/(direction.z-viewZ*direction.w);return vec2f(depth,1.0/(origin.w+depth*direction.w));}\nfn gpsCov2D(covA : vec3f,covB : vec3f,modelView : mat4x4f,projection : mat4x4f,clip : vec4f,pixelScale : vec2f)->mat3x3f {let rowW=vec3f(projection[0].w,projection[1].w,projection[2].w);let rowX=vec3f(projection[0].x,projection[1].x,projection[2].x);let rowY=vec3f(projection[0].y,projection[1].y,projection[2].y);let jx=(rowX-clip.x/clip.w*rowW)*(0.5*pixelScale.x/clip.w);let jy=(rowY-clip.y/clip.w*rowW)*(0.5*pixelScale.y/clip.w);let J=mat3x3f(jx,jy,vec3f(0.0));let T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;let covariance=mat3x3f(covA.x,covA.y,covA.z,covA.y,covB.x,covB.y,covA.z,covB.y,covB.z);return transpose(T)*covariance*T;}\nstruct GpsPart {world : mat4x4f,\nvis : vec4f, \ndbg0 : vec4f, \ndbg1 : vec4f, \ndbg2 : vec4f, \ndbg3 : vec4f, \ndbg4 : vec4f, };fn gpsInverseMat3(inMatrix : mat3x3f)->mat3x3f {let a00=inMatrix[0][0]; let a01=inMatrix[0][1]; let a02=inMatrix[0][2];let a10=inMatrix[1][0]; let a11=inMatrix[1][1]; let a12=inMatrix[1][2];let a20=inMatrix[2][0]; let a21=inMatrix[2][1]; let a22=inMatrix[2][2];let b01=a22*a11-a12*a21;let b11=-a22*a10+a12*a20;let b21=a21*a10-a11*a20;let det=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\nstruct GpsScreen {pmConicXY : vec4f,\nconicZChol : vec4f,\ncolorOp : vec4f, \ndepth : vec4u, };const GPS_FLAG_SATURATE : u32=1u; \nconst GPS_FLAG_SCREEN_RECT : u32=2u;const GPS_MAX_ALPHA : f32=0.999;fn gpsPointIntensity(alpha : f32)->f32 {return -log(1.0-min(alpha,GPS_MAX_ALPHA));}\nfn gpsGetPixelMean(s : GpsScreen)->vec2f { return s.pmConicXY.xy; }\nfn gpsGetConic(s : GpsScreen)->vec3f { return vec3f(s.pmConicXY.z,s.pmConicXY.w,s.conicZChol.x); }\nfn gpsGetChol(s : GpsScreen)->vec3f { return s.conicZChol.yzw; }\nfn gpsPackRGB565(c : vec3f)->u32 {let r=u32(clamp(c.r,0.0,1.0)*31.0+0.5);let g=u32(clamp(c.g,0.0,1.0)*63.0+0.5);let b=u32(clamp(c.b,0.0,1.0)*31.0+0.5);return (r<<11u) | (g<<5u) | b;}\nfn gpsUnpackRGB565(v : u32)->vec3f {return vec3f(\nf32((v>>11u) & 31u)/31.0,\nf32((v>>5u) & 63u)/63.0,\nf32(v & 31u)/31.0\n);}\nfn gpsPackKey(depthKey : u32,colorKey : u32)->u32 {return (depthKey<<16u) | (colorKey & 0xFFFFu);}\nfn gpsKeyColor(key : u32,mask : u32)->vec3f {return gpsUnpackRGB565((key ^ mask) & 0xFFFFu);}\nfn gpsPcg(vIn : u32)->u32 {let state=vIn*747796405u+2891336453u;let word=((state>>((state>>28u)+4u)) ^ state)*277803737u;return (word>>22u) ^ word;}\nfn gpsHash2(a : u32,b : u32)->u32 {return gpsPcg(a ^ gpsPcg(b));}\nfn gpsUnit(state : u32)->f32 {return f32(state)*GPS_U32_TO_UNIT;}\nfn gpsBoxMuller(u1 : f32,u2 : f32)->vec2f {let r=sqrt(-2.0*log(max(1e-7,u1)));let theta=GPS_TWO_PI*u2;return vec2f(r*cos(theta),r*sin(theta));}\nconst GPS_LI2_MAX : f32=1.6449340668482264; \nfn gpsDilog(x : f32)->f32 {var y=-6.09201442e-01;y=y*x+1.79126616e+00;y=y*x+-2.14953223e+00;y=y*x+1.26304372e+00;y=y*x+-4.59069895e-01;y=y*x+-1.87417414e-01;y=y*x+1.99603130e+00;y=y*x+5.99669467e-05;let s=1.0-x;if (s>0.0) {y+=s*log(max(s,1e-37));}\nreturn y;}\nfn gpsInvDilog(x : f32)->f32 {let t=min(x/GPS_LI2_MAX,1.0);var y=-1.27463503e+01;y=y*t+5.88993459e+01;y=y*t+-1.16025780e+02;y=y*t+1.26945827e+02;y=y*t+-8.43108826e+01;y=y*t+3.48799862e+01;y=y*t+-8.89606235e+00;y=y*t+1.38640936e+00;y=y*t+-7.80640876e-01;y=y*t+1.64841888e+00;y=y*t+-2.82836687e-05;return y;}\nfn gpsCorrectedBoxMuller(u1 : f32,u2 : f32,alpha : f32)->vec2f {var a=(1.0/max(alpha,1e-37))*gpsInvDilog((1.0-u1)*gpsDilog(alpha));a=clamp(a,1e-37,1.0);let r=sqrt(max(-2.0*log(a),0.0));let theta=GPS_TWO_PI*u2;return vec2f(r*cos(theta),r*sin(theta));}\nconst GPS_POISSON_SMALL_MEAN : f32=12.0;fn gpsPoisson(seed : u32,lambda : f32)->u32 {let st1=gpsPcg(seed);if (lambda<GPS_POISSON_SMALL_MEAN) {let u=gpsUnit(st1);var p=exp(-lambda);var cdf=p;var k=0u;loop {if (u<cdf || (f32(k)>lambda && p<1e-7)) {break;}\nk=k+1u;p=p*lambda/f32(k);cdf=cdf+p;}\nreturn k;}\nlet st2=gpsPcg(st1);let w=gpsBoxMuller(gpsUnit(st1),gpsUnit(st2)).x;let w2=w*w;let w3=w2*w;let w4=w2*w2;let s=sqrt(lambda);let invS=1.0/s;let invL=1.0/lambda;var kf=lambda+s*w+(w2-1.0)/6.0;kf+=invS*(-(1.0/36.0)*w-(1.0/72.0)*w3);kf+=invL*(-(8.0/405.0)+(7.0/810.0)*w2+(1.0/270.0)*w4);return u32(max(i32(round(kf)),0));}\nfn gpsGaussianValue(conic : vec3f,d : vec2f)->f32 {let power=-0.5*(conic.x*d.x*d.x+conic.z*d.y*d.y)-conic.y*d.x*d.y;return exp(power);}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianPointSplattingWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "gaussianPointSplattingScan";
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const shader = `const GpsMaxPointCount : u32=0xFFFFFF00u;fn gpsSaturatingAdd(a : u32,b : u32)->u32 {let sum=a+b;return select(GpsMaxPointCount,sum,sum>=a && sum<=GpsMaxPointCount);}
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var<workgroup> gpsScanTemp : array<u32,512>;fn gpsScanExclusive512(t : u32)->u32 {var offset=1u;for (var d=256u; d>0u; d=d>>1u) {workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],gpsScanTemp[ai]);}
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offset=offset<<1u;}
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var total=0u;if (t==0u) {total=gpsScanTemp[511];gpsScanTemp[511]=0u; }
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for (var d=1u; d<512u; d=d<<1u) {offset=offset>>1u;workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;let s=gpsScanTemp[ai];gpsScanTemp[ai]=gpsScanTemp[bi];gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],s);}}
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/** @internal */
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export const gaussianPointSplattingScanWGSL = { name, shader };
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{"version":3,"file":"gaussianPointSplattingScan.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianPointSplattingScan\";\nconst shader = `const GpsMaxPointCount : u32=0xFFFFFF00u;fn gpsSaturatingAdd(a : u32,b : u32)->u32 {let sum=a+b;return select(GpsMaxPointCount,sum,sum>=a && sum<=GpsMaxPointCount);}\nvar<workgroup> gpsScanTemp : array<u32,512>;fn gpsScanExclusive512(t : u32)->u32 {var offset=1u;for (var d=256u; d>0u; d=d>>1u) {workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],gpsScanTemp[ai]);}\noffset=offset<<1u;}\nvar total=0u;if (t==0u) {total=gpsScanTemp[511];gpsScanTemp[511]=0u; }\nfor (var d=1u; d<512u; d=d<<1u) {offset=offset>>1u;workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;let s=gpsScanTemp[ai];gpsScanTemp[ai]=gpsScanTemp[bi];gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],s);}}\nworkgroupBarrier();return total;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianPointSplattingScanWGSL = { name, shader };\n"]}
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const shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}
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struct Splat {center: vec4f,
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splat.rotationA=textureLoad(rotationsATexture,splatUVi32,0);splat.rotationB=textureLoad(rotationsBTexture,splatUVi32,0);splat.rotationScale=textureLoad(rotationScaleTexture,splatUVi32,0);
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{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(
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let x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);
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let xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(
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#include<gaussianSplattingShared>
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)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}
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);let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(
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);} else {J=mat3x3<f32>(
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);}
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let T=transpose(mat3x3<f32>(
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modelView[0].xyz,
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modelView[1].xyz,
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modelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;
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let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var cov2d=computeCov2D(covA,covB,modelView,camspace.xyz,focal,isOrtho);
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#if COMPENSATION
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let c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;
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#endif
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@@ -279,7 +205,9 @@ let c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c
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#endif
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let mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}
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if (minPixelSize>0.0) {let l1=2.0*min(sqrt(2.0*lambda1),1024.0);let l2=2.0*min(sqrt(2.0*lambda2),1024.0);if (max(l1,l2)<minPixelSize) {return vec4f(0.0,0.0,2.0,1.0);}}
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let diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);
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let diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);
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#define CUSTOM_GAUSSIAN_SPLAT_PROJECTED_SIZE
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let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(
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vCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,
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pos2d.z,
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pos2d.w
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuSd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\ncolor: vec4f,\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n#if SH_DEGREE>3\nsh3: vec4<u32>,\nsh4: vec4<u32>,\n#endif\n#if IS_COMPOUND\npartIndex: u32,\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nrotationA: vec4f,\nrotationB: vec4f,\nrotationScale: vec4f,\n#endif\n#ifdef USE_SOG\nsplatIndex: f32,\n#endif\n};fn getSplatIndex(localIndex: i32,splatIndex0: vec4f,splatIndex1: vec4f,splatIndex2: vec4f,splatIndex3: vec4f)->f32 {var splatIndex: f32;switch (localIndex)\n{case 0:\n{splatIndex=splatIndex0.x;break;}\ncase 1:\n{splatIndex=splatIndex0.y;break;}\ncase 2:\n{splatIndex=splatIndex0.z;break;}\ncase 3:\n{splatIndex=splatIndex0.w;break;}\ncase 4:\n{splatIndex=splatIndex1.x;break;}\ncase 5:\n{splatIndex=splatIndex1.y;break;}\ncase 6:\n{splatIndex=splatIndex1.z;break;}\ncase 7:\n{splatIndex=splatIndex1.w;break;}\ncase 8:\n{splatIndex=splatIndex2.x;break;}\ncase 9:\n{splatIndex=splatIndex2.y;break;}\ncase 10:\n{splatIndex=splatIndex2.z;break;}\ncase 11:\n{splatIndex=splatIndex2.w;break;}\ncase 12:\n{splatIndex=splatIndex3.x;break;}\ncase 13:\n{splatIndex=splatIndex3.y;break;}\ncase 14:\n{splatIndex=splatIndex3.z;break;}\ndefault:\n{splatIndex=splatIndex3.w;break;}}\nreturn splatIndex;}\nfn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));\n#ifdef USE_SOG\nlet mL=textureLoad(centersTexture,splatUVi32,0);let mU=textureLoad(covariancesATexture,splatUVi32,0);let sRaw=textureLoad(covariancesBTexture,splatUVi32,0);let qRaw=textureLoad(sogQuatsTexture,splatUVi32,0);let c0=textureLoad(colorsTexture,splatUVi32,0);let q16=(mU.xyz*256.0+mL.xyz)*(255.0/65535.0);let nPos=mix(uniforms.sogMeansMin,uniforms.sogMeansMax,q16);let center3=sign(nPos)*(exp(abs(nPos))-vec3f(1.0));splat.center=vec4f(center3,1.0);\n#ifdef USE_SOG_V2\nlet sIdx=floor(sRaw.xyz*255.0+0.5);var splatScale: vec3f;splatScale.x=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.x),0),0).r);splatScale.y=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.y),0),0).r);splatScale.z=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.z),0),0).r);\n#else\nlet splatScale=exp(mix(uniforms.sogScalesMin,uniforms.sogScalesMax,sRaw.xyz));\n#endif\nlet invSqrt2: f32=0.70710678118;let qabc=(qRaw.xyz-vec3f(0.5))*2.0*invSqrt2;let qMode=i32(qRaw.w*255.0+0.5)-252;let qd=sqrt(max(0.0,1.0-dot(qabc,qabc)));var quat: vec4f;if (qMode==0) { quat=vec4f(qd,qabc.x,qabc.y,qabc.z); }\nelse if (qMode==1) { quat=vec4f(qabc.x,qd,qabc.y,qabc.z); }\nelse if (qMode==2) { quat=vec4f(qabc.x,qabc.y,qd,qabc.z); }\nelse { quat=vec4f(qabc.x,qabc.y,qabc.z,qd); }\nlet qw=quat.x; let qx=quat.y; let qy=quat.z; let qz=quat.w;let R=mat3x3<f32>(\n1.0-2.0*(qy*qy+qz*qz),2.0*(qx*qy+qw*qz), 2.0*(qx*qz-qw*qy),\n2.0*(qx*qy-qw*qz), 1.0-2.0*(qx*qx+qz*qz),2.0*(qy*qz+qw*qx),\n2.0*(qx*qz+qw*qy), 2.0*(qy*qz-qw*qx), 1.0-2.0*(qx*qx+qy*qy)\n);let S2=mat3x3<f32>(\n4.0*splatScale.x*splatScale.x,0.0,0.0,\n0.0,4.0*splatScale.y*splatScale.y,0.0,\n0.0,0.0,4.0*splatScale.z*splatScale.z\n);let Sigma=R*S2*transpose(R);splat.covA=vec4f(Sigma[0][0],Sigma[0][1],Sigma[0][2],Sigma[1][1]);splat.covB=vec4f(Sigma[1][2],Sigma[2][2],0.0,0.0);let SH_C0_SOG: f32=0.28209479177387814;\n#ifdef USE_SOG_V2\nvar c3: vec3f;c3.x=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.x*255.0+0.5),0),0).r;c3.y=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.y*255.0+0.5),0),0).r;c3.z=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.z*255.0+0.5),0),0).r;let colRgb=vec3f(0.5)+c3*SH_C0_SOG;let colA=c0.w;\n#else\nlet cLerp=mix(uniforms.sogSh0Min,uniforms.sogSh0Max,c0);let colRgb=vec3f(0.5)+cLerp.xyz*SH_C0_SOG;let colA=1.0/(1.0+exp(-cLerp.w));\n#endif\nsplat.color=vec4f(colRgb,colA);splat.splatIndex=splatIndex;\n#else\nsplat.center=textureLoad(centersTexture,splatUVi32,0);splat.color=textureLoad(colorsTexture,splatUVi32,0);\n#if !defined(IS_FOR_VOXELIZATION)\nsplat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#endif\n#endif\n#if SH_DEGREE>0 && !defined(USE_SOG)\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1 && !defined(USE_SOG)\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2 && !defined(USE_SOG)\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\n#if SH_DEGREE>3 && !defined(USE_SOG)\nsplat.sh3=textureLoad(shTexture3,splatUVi32,0);splat.sh4=textureLoad(shTexture4,splatUVi32,0);\n#endif\n#if IS_COMPOUND\nsplat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nsplat.rotationA=textureLoad(rotationsATexture,splatUVi32,0);splat.rotationB=textureLoad(rotationsBTexture,splatUVi32,0);splat.rotationScale=textureLoad(rotationScaleTexture,splatUVi32,0);\n#endif\nreturn splat;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var SH_C4: array<f32,9>=array<f32,9>(\n2.5033429418,\n-1.7701307698,\n0.9461746958,\n-0.6690465436,\n0.1057855469,\n-0.6690465436,\n0.4730873479,\n-1.7701307698,\n0.6258357354\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8]);\n#if SH_DEGREE>2\nresult+=_so3*(\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15]);\n#if SH_DEGREE>3\nresult+=_so4*(\nSH_C4[0]*x*y*(xx-yy)*sh[16] +\nSH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +\nSH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +\nSH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +\nSH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +\nSH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +\nSH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +\nSH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +\nSH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);\n#endif\n#endif\n#endif\n#endif\nreturn result;}\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\n#ifdef USE_SOG\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if SH_DEGREE>0\nvar sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);let labelSize=textureDimensions(sogShNLabelsTexture,0);let idx=i32(splat.splatIndex+0.5);let lw=i32(labelSize.x);let lx=idx-(idx/lw)*lw;let ly=idx/lw;let labelRaw=textureLoad(sogShNLabelsTexture,vec2<i32>(lx,ly),0);let n=i32(labelRaw.r*255.0+0.5)+i32(labelRaw.g*255.0+0.5)*256;let coeffs=i32(uniforms.sogShCoeffCount+0.5);let u=(n-(n/64)*64)*coeffs;let v=n/64;for (var k: i32=0; k<24; k=k+1) {if (k>=coeffs) { break; }\nlet centroidRaw=textureLoad(sogShNCentroidsTexture,vec2<i32>(u+k,v),0);var shCoeff: vec3f;\n#ifdef USE_SOG_V2\nlet rIdx=i32(centroidRaw.r*255.0+0.5);let gIdx=i32(centroidRaw.g*255.0+0.5);let bIdx=i32(centroidRaw.b*255.0+0.5);shCoeff.r=textureLoad(sogCodebookTexture,vec2<i32>(512+rIdx,0),0).r;shCoeff.g=textureLoad(sogCodebookTexture,vec2<i32>(512+gIdx,0),0).r;shCoeff.b=textureLoad(sogCodebookTexture,vec2<i32>(512+bIdx,0),0).r;\n#else\nshCoeff=mix(vec3f(uniforms.sogShnMin),vec3f(uniforms.sogShnMax),centroidRaw.rgb);\n#endif\nsh[k+1]=shCoeff;}\nreturn computeColorFromSHDegree(dir,sh,1.,1.,1.,1.);\n#else\nreturn vec3f(0.,0.,0.);\n#endif\n}\n#else\nfn computeSHWeighted(splat: Splat,dir: vec3f,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{var sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);\n#endif\n#if SH_DEGREE>3\nlet sh12: vec4f=decompose(splat.sh3.x);let sh13: vec4f=decompose(splat.sh3.y);let sh14: vec4f=decompose(splat.sh3.z);let sh15: vec4f=decompose(splat.sh3.w);let sh16: vec4f=decompose(splat.sh4.x);let sh17: vec4f=decompose(splat.sh4.y);sh[16]=vec3f(sh11.y,sh11.z,sh11.w);sh[17]=vec3f(sh12.x,sh12.y,sh12.z);sh[18]=vec3f(sh12.w,sh13.x,sh13.y);sh[19]=vec3f(sh13.z,sh13.w,sh14.x);sh[20]=vec3f(sh14.y,sh14.z,sh14.w);sh[21]=vec3f(sh15.x,sh15.y,sh15.z);sh[22]=vec3f(sh15.w,sh16.x,sh16.y);sh[23]=vec3f(sh16.z,sh16.w,sh17.x);sh[24]=vec3f(sh17.y,sh17.z,sh17.w);\n#endif\nreturn computeColorFromSHDegree(dir,sh,_so1,_so2,_so3,_so4);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER1==1\nlet _w1: f32=1.0;\n#else\nlet _w1: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER2==1\nlet _w2: f32=1.0;\n#else\nlet _w2: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER3==1\nlet _w3: f32=1.0;\n#else\nlet _w3: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER4==1\nlet _w4: f32=1.0;\n#else\nlet _w4: f32=0.0;\n#endif\nreturn computeSHWeighted(splat,dir,_w1,_w2,_w3,_w4);}\n#endif\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32,\nminPixelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet Vrk=mat3x3<f32>(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(\nfocal.x,0.0,0.0,\n0.0,focal.y,0.0,\n0.0,0.0,0.0\n);} else {J=mat3x3<f32>(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0\n);}\nlet T=transpose(mat3x3<f32>(\nmodelView[0].xyz,\nmodelView[1].xyz,\nmodelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nif (minPixelSize>0.0) {let l1=2.0*min(sqrt(2.0*lambda1),1024.0);let l2=2.0*min(sqrt(2.0*lambda2),1024.0);if (max(l1,l2)<minPixelSize) {return vec4f(0.0,0.0,2.0,1.0);}}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}\n#if IS_COMPOUND\nfn getPartWorld(partIndex: u32)->mat4x4<f32> {return uniforms.partWorld[partIndex];}\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nfn computeVoxelSplatWorldPos(rotationA: vec4f,rotationB: vec4f,rotationScale: vec4f,center: vec3f,splatWorld: mat4x4f,viewMatrix: mat4x4f,invWorldScale: mat4x4f,quadPos: vec2f)->vec4f {let splatRotation=mat3x3f(\nrotationA.xyz,\nvec3f(rotationA.w,rotationB.x,rotationB.y),\nvec3f(rotationB.z,rotationB.w,rotationScale.x)\n);let splatScale=rotationScale.yzw;let view3x3=mat3x3f(viewMatrix[0].xyz,viewMatrix[1].xyz,viewMatrix[2].xyz);let invWorldScale3x3=mat3x3f(invWorldScale[0].xyz,invWorldScale[1].xyz,invWorldScale[2].xyz);let splatWorld3x3=mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let rotToView=view3x3*invWorldScale3x3*splatWorld3x3*splatRotation;let axisLengthInViewZ=abs(vec3f(rotToView[0][2],rotToView[1][2],rotToView[2][2]));let gaussianSplatCutoffStddev: f32=0.7071067812; \nvar offsetSplatSpace: vec3f;if (axisLengthInViewZ.x>axisLengthInViewZ.y && axisLengthInViewZ.x>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(0.0,quadPos.x,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else if (axisLengthInViewZ.y>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(quadPos.x,0.0,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else {offsetSplatSpace=vec3f(quadPos.x,quadPos.y,0.0)*splatScale*gaussianSplatCutoffStddev;}\nlet vertexObjectSpace=center+splatRotation*offsetSplatSpace;return splatWorld*vec4f(vertexObjectSpace,1.0);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
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{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,2BAA2B,CAAC;AACnC,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Nd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./gaussianSplattingShared\";\nconst name = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\ncolor: vec4f,\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n#if SH_DEGREE>3\nsh3: vec4<u32>,\nsh4: vec4<u32>,\n#endif\n#if IS_COMPOUND\npartIndex: u32,\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nrotationA: vec4f,\nrotationB: vec4f,\nrotationScale: vec4f,\n#endif\n#ifdef USE_SOG\nsplatIndex: f32,\n#endif\n};fn getSplatIndex(localIndex: i32,splatIndex0: vec4f,splatIndex1: vec4f,splatIndex2: vec4f,splatIndex3: vec4f)->f32 {var splatIndex: f32;switch (localIndex)\n{case 0:\n{splatIndex=splatIndex0.x;break;}\ncase 1:\n{splatIndex=splatIndex0.y;break;}\ncase 2:\n{splatIndex=splatIndex0.z;break;}\ncase 3:\n{splatIndex=splatIndex0.w;break;}\ncase 4:\n{splatIndex=splatIndex1.x;break;}\ncase 5:\n{splatIndex=splatIndex1.y;break;}\ncase 6:\n{splatIndex=splatIndex1.z;break;}\ncase 7:\n{splatIndex=splatIndex1.w;break;}\ncase 8:\n{splatIndex=splatIndex2.x;break;}\ncase 9:\n{splatIndex=splatIndex2.y;break;}\ncase 10:\n{splatIndex=splatIndex2.z;break;}\ncase 11:\n{splatIndex=splatIndex2.w;break;}\ncase 12:\n{splatIndex=splatIndex3.x;break;}\ncase 13:\n{splatIndex=splatIndex3.y;break;}\ncase 14:\n{splatIndex=splatIndex3.z;break;}\ndefault:\n{splatIndex=splatIndex3.w;break;}}\nreturn splatIndex;}\nfn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));\n#ifdef USE_SOG\nlet mL=textureLoad(centersTexture,splatUVi32,0);let mU=textureLoad(covariancesATexture,splatUVi32,0);let sRaw=textureLoad(covariancesBTexture,splatUVi32,0);let qRaw=textureLoad(sogQuatsTexture,splatUVi32,0);let c0=textureLoad(colorsTexture,splatUVi32,0);let q16=(mU.xyz*256.0+mL.xyz)*(255.0/65535.0);let nPos=mix(uniforms.sogMeansMin,uniforms.sogMeansMax,q16);let center3=sign(nPos)*(exp(abs(nPos))-vec3f(1.0));splat.center=vec4f(center3,1.0);\n#ifdef USE_SOG_V2\nlet sIdx=floor(sRaw.xyz*255.0+0.5);var splatScale: vec3f;splatScale.x=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.x),0),0).r);splatScale.y=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.y),0),0).r);splatScale.z=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.z),0),0).r);\n#else\nlet splatScale=exp(mix(uniforms.sogScalesMin,uniforms.sogScalesMax,sRaw.xyz));\n#endif\nlet invSqrt2: f32=0.70710678118;let qabc=(qRaw.xyz-vec3f(0.5))*2.0*invSqrt2;let qMode=i32(qRaw.w*255.0+0.5)-252;let qd=sqrt(max(0.0,1.0-dot(qabc,qabc)));var quat: vec4f;if (qMode==0) { quat=vec4f(qd,qabc.x,qabc.y,qabc.z); }\nelse if (qMode==1) { quat=vec4f(qabc.x,qd,qabc.y,qabc.z); }\nelse if (qMode==2) { quat=vec4f(qabc.x,qabc.y,qd,qabc.z); }\nelse { quat=vec4f(qabc.x,qabc.y,qabc.z,qd); }\nlet qw=quat.x; let qx=quat.y; let qy=quat.z; let qz=quat.w;let R=mat3x3<f32>(\n1.0-2.0*(qy*qy+qz*qz),2.0*(qx*qy+qw*qz), 2.0*(qx*qz-qw*qy),\n2.0*(qx*qy-qw*qz), 1.0-2.0*(qx*qx+qz*qz),2.0*(qy*qz+qw*qx),\n2.0*(qx*qz+qw*qy), 2.0*(qy*qz-qw*qx), 1.0-2.0*(qx*qx+qy*qy)\n);let S2=mat3x3<f32>(\n4.0*splatScale.x*splatScale.x,0.0,0.0,\n0.0,4.0*splatScale.y*splatScale.y,0.0,\n0.0,0.0,4.0*splatScale.z*splatScale.z\n);let Sigma=R*S2*transpose(R);splat.covA=vec4f(Sigma[0][0],Sigma[0][1],Sigma[0][2],Sigma[1][1]);splat.covB=vec4f(Sigma[1][2],Sigma[2][2],0.0,0.0);let SH_C0_SOG: f32=0.28209479177387814;\n#ifdef USE_SOG_V2\nvar c3: vec3f;c3.x=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.x*255.0+0.5),0),0).r;c3.y=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.y*255.0+0.5),0),0).r;c3.z=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.z*255.0+0.5),0),0).r;let colRgb=vec3f(0.5)+c3*SH_C0_SOG;let colA=c0.w;\n#else\nlet cLerp=mix(uniforms.sogSh0Min,uniforms.sogSh0Max,c0);let colRgb=vec3f(0.5)+cLerp.xyz*SH_C0_SOG;let colA=1.0/(1.0+exp(-cLerp.w));\n#endif\nsplat.color=vec4f(colRgb,colA);splat.splatIndex=splatIndex;\n#else\nsplat.center=textureLoad(centersTexture,splatUVi32,0);splat.color=textureLoad(colorsTexture,splatUVi32,0);\n#if !defined(IS_FOR_VOXELIZATION)\nsplat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#endif\n#endif\n#if SH_DEGREE>0 && !defined(USE_SOG)\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1 && !defined(USE_SOG)\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2 && !defined(USE_SOG)\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\n#if SH_DEGREE>3 && !defined(USE_SOG)\nsplat.sh3=textureLoad(shTexture3,splatUVi32,0);splat.sh4=textureLoad(shTexture4,splatUVi32,0);\n#endif\n#if IS_COMPOUND\nsplat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nsplat.rotationA=textureLoad(rotationsATexture,splatUVi32,0);splat.rotationB=textureLoad(rotationsBTexture,splatUVi32,0);splat.rotationScale=textureLoad(rotationScaleTexture,splatUVi32,0);\n#endif\nreturn splat;}\n#include<gaussianSplattingShared>\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\n#ifdef USE_SOG\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if SH_DEGREE>0\nvar sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);let labelSize=textureDimensions(sogShNLabelsTexture,0);let idx=i32(splat.splatIndex+0.5);let lw=i32(labelSize.x);let lx=idx-(idx/lw)*lw;let ly=idx/lw;let labelRaw=textureLoad(sogShNLabelsTexture,vec2<i32>(lx,ly),0);let n=i32(labelRaw.r*255.0+0.5)+i32(labelRaw.g*255.0+0.5)*256;let coeffs=i32(uniforms.sogShCoeffCount+0.5);let u=(n-(n/64)*64)*coeffs;let v=n/64;for (var k: i32=0; k<24; k=k+1) {if (k>=coeffs) { break; }\nlet centroidRaw=textureLoad(sogShNCentroidsTexture,vec2<i32>(u+k,v),0);var shCoeff: vec3f;\n#ifdef USE_SOG_V2\nlet rIdx=i32(centroidRaw.r*255.0+0.5);let gIdx=i32(centroidRaw.g*255.0+0.5);let bIdx=i32(centroidRaw.b*255.0+0.5);shCoeff.r=textureLoad(sogCodebookTexture,vec2<i32>(512+rIdx,0),0).r;shCoeff.g=textureLoad(sogCodebookTexture,vec2<i32>(512+gIdx,0),0).r;shCoeff.b=textureLoad(sogCodebookTexture,vec2<i32>(512+bIdx,0),0).r;\n#else\nshCoeff=mix(vec3f(uniforms.sogShnMin),vec3f(uniforms.sogShnMax),centroidRaw.rgb);\n#endif\nsh[k+1]=shCoeff;}\nreturn computeColorFromSHDegree(dir,sh,1.,1.,1.,1.);\n#else\nreturn vec3f(0.,0.,0.);\n#endif\n}\n#else\nfn computeSHWeighted(splat: Splat,dir: vec3f,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{var sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);\n#endif\n#if SH_DEGREE>3\nlet sh12: vec4f=decompose(splat.sh3.x);let sh13: vec4f=decompose(splat.sh3.y);let sh14: vec4f=decompose(splat.sh3.z);let sh15: vec4f=decompose(splat.sh3.w);let sh16: vec4f=decompose(splat.sh4.x);let sh17: vec4f=decompose(splat.sh4.y);sh[16]=vec3f(sh11.y,sh11.z,sh11.w);sh[17]=vec3f(sh12.x,sh12.y,sh12.z);sh[18]=vec3f(sh12.w,sh13.x,sh13.y);sh[19]=vec3f(sh13.z,sh13.w,sh14.x);sh[20]=vec3f(sh14.y,sh14.z,sh14.w);sh[21]=vec3f(sh15.x,sh15.y,sh15.z);sh[22]=vec3f(sh15.w,sh16.x,sh16.y);sh[23]=vec3f(sh16.z,sh16.w,sh17.x);sh[24]=vec3f(sh17.y,sh17.z,sh17.w);\n#endif\nreturn computeColorFromSHDegree(dir,sh,_so1,_so2,_so3,_so4);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER1==1\nlet _w1: f32=1.0;\n#else\nlet _w1: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER2==1\nlet _w2: f32=1.0;\n#else\nlet _w2: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER3==1\nlet _w3: f32=1.0;\n#else\nlet _w3: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER4==1\nlet _w4: f32=1.0;\n#else\nlet _w4: f32=0.0;\n#endif\nreturn computeSHWeighted(splat,dir,_w1,_w2,_w3,_w4);}\n#endif\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32,\nminPixelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var cov2d=computeCov2D(covA,covB,modelView,camspace.xyz,focal,isOrtho);\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nif (minPixelSize>0.0) {let l1=2.0*min(sqrt(2.0*lambda1),1024.0);let l2=2.0*min(sqrt(2.0*lambda2),1024.0);if (max(l1,l2)<minPixelSize) {return vec4f(0.0,0.0,2.0,1.0);}}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);\n#define CUSTOM_GAUSSIAN_SPLAT_PROJECTED_SIZE\nlet vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}\n#if IS_COMPOUND\nfn getPartWorld(partIndex: u32)->mat4x4<f32> {return uniforms.partWorld[partIndex];}\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nfn computeVoxelSplatWorldPos(rotationA: vec4f,rotationB: vec4f,rotationScale: vec4f,center: vec3f,splatWorld: mat4x4f,viewMatrix: mat4x4f,invWorldScale: mat4x4f,quadPos: vec2f)->vec4f {let splatRotation=mat3x3f(\nrotationA.xyz,\nvec3f(rotationA.w,rotationB.x,rotationB.y),\nvec3f(rotationB.z,rotationB.w,rotationScale.x)\n);let splatScale=rotationScale.yzw;let view3x3=mat3x3f(viewMatrix[0].xyz,viewMatrix[1].xyz,viewMatrix[2].xyz);let invWorldScale3x3=mat3x3f(invWorldScale[0].xyz,invWorldScale[1].xyz,invWorldScale[2].xyz);let splatWorld3x3=mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let rotToView=view3x3*invWorldScale3x3*splatWorld3x3*splatRotation;let axisLengthInViewZ=abs(vec3f(rotToView[0][2],rotToView[1][2],rotToView[2][2]));let gaussianSplatCutoffStddev: f32=0.7071067812; \nvar offsetSplatSpace: vec3f;if (axisLengthInViewZ.x>axisLengthInViewZ.y && axisLengthInViewZ.x>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(0.0,quadPos.x,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else if (axisLengthInViewZ.y>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(quadPos.x,0.0,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else {offsetSplatSpace=vec3f(quadPos.x,quadPos.y,0.0)*splatScale*gaussianSplatCutoffStddev;}\nlet vertexObjectSpace=center+splatRotation*offsetSplatSpace;return splatWorld*vec4f(vertexObjectSpace,1.0);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
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@@ -7,11 +7,11 @@ const shader = `fn gaussianColor(inColor: vec4f,inPosition: vec2f)->vec4f
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7
7
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{var A : f32=-dot(inPosition,inPosition);if (A>-4.0)
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8
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{var B: f32=exp(A)*inColor.a;
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9
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#include<logDepthFragment>
|
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10
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-
var color:
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10
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+
var color: vec4f=vec4f(inColor.rgb,B);
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11
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#ifdef FOG
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12
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#include<fogFragment>
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13
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#endif
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-
return
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14
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+
return color;} else {return vec4f(0.0);}}
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`;
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// Sideeffect
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if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"gaussianSplattingFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,oBAAoB,CAAC;AAC5B,OAAO,eAAe,CAAC;AACvB,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./logDepthFragment\";\nimport \"./fogFragment\";\nconst name = \"gaussianSplattingFragmentDeclaration\";\nconst shader = `fn gaussianColor(inColor: vec4f,inPosition: vec2f)->vec4f\n{var A : f32=-dot(inPosition,inPosition);if (A>-4.0)\n{var B: f32=exp(A)*inColor.a;\n#include<logDepthFragment>\nvar color:
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1
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+
{"version":3,"file":"gaussianSplattingFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,oBAAoB,CAAC;AAC5B,OAAO,eAAe,CAAC;AACvB,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./logDepthFragment\";\nimport \"./fogFragment\";\nconst name = \"gaussianSplattingFragmentDeclaration\";\nconst shader = `fn gaussianColor(inColor: vec4f,inPosition: vec2f)->vec4f\n{var A : f32=-dot(inPosition,inPosition);if (A>-4.0)\n{var B: f32=exp(A)*inColor.a;\n#include<logDepthFragment>\nvar color: vec4f=vec4f(inColor.rgb,B);\n#ifdef FOG\n#include<fogFragment>\n#endif\nreturn color;} else {return vec4f(0.0);}}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingFragmentDeclarationWGSL = { name, shader };\n"]}
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@@ -0,0 +1,79 @@
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1
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+
// Do not edit.
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2
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+
import { ShaderStore } from "../../Engines/shaderStore.js";
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3
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const name = "gaussianSplattingShared";
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const shader = `fn computeCov2D(covA: vec3f,covB: vec3f,modelView: mat4x4f,camspace: vec3f,focal: vec2f,isOrtho: bool)->mat3x3f {let Vrk=mat3x3f(
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5
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+
covA.x,covA.y,covA.z,
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6
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covA.y,covB.x,covB.y,
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7
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+
covA.z,covB.y,covB.z);var J: mat3x3f;if (isOrtho) {J=mat3x3f(focal.x,0.0,0.0,0.0,focal.y,0.0,0.0,0.0,0.0);} else {J=mat3x3f(
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8
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+
focal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),
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9
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0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),
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0.0,0.0,0.0);}
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let T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;return transpose(T)*Vrk*T;}
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+
fn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f
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13
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+
{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(
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1.092548430,
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-1.09254843,
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0.315391565,
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-1.09254843,
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0.546274215
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);var SH_C3: array<f32,7>=array<f32,7>(
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20
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-0.59004358,
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21
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2.890611442,
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22
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-0.45704579,
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23
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0.373176332,
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24
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-0.45704579,
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25
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1.445305721,
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26
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-0.59004358
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27
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+
);var SH_C4: array<f32,9>=array<f32,9>(
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28
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2.5033429418,
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-1.7701307698,
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30
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0.9461746958,
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-0.6690465436,
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32
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0.1057855469,
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-0.6690465436,
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0.4730873479,
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-1.7701307698,
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0.6258357354
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);var result: vec3f=/*SH_C0**/sh[0];
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+
#if SH_DEGREE>0
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+
let x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);
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+
#if SH_DEGREE>1
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let xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(
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+
SH_C2[0]*xy*sh[4] +
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SH_C2[1]*yz*sh[5] +
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SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
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SH_C2[3]*xz*sh[7] +
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SH_C2[4]*(xx-yy)*sh[8]);
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#if SH_DEGREE>2
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+
result+=_so3*(
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SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
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+
SH_C3[1]*xy*z*sh[10] +
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+
SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
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52
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+
SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
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53
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+
SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
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+
SH_C3[5]*z*(xx-yy)*sh[14] +
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SH_C3[6]*x*(xx-3.0f*yy)*sh[15]);
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+
#if SH_DEGREE>3
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+
result+=_so4*(
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SH_C4[0]*x*y*(xx-yy)*sh[16] +
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+
SH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +
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60
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+
SH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +
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+
SH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +
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SH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +
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SH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +
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SH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +
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SH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +
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SH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);
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#endif
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#endif
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#endif
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#endif
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return result;}
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`;
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// Sideeffect
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+
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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+
}
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/** @internal */
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+
export const gaussianSplattingSharedWGSL = { name, shader };
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+
//# sourceMappingURL=gaussianSplattingShared.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"gaussianSplattingShared.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingShared.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianSplattingShared\";\nconst shader = `fn computeCov2D(covA: vec3f,covB: vec3f,modelView: mat4x4f,camspace: vec3f,focal: vec2f,isOrtho: bool)->mat3x3f {let Vrk=mat3x3f(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z);var J: mat3x3f;if (isOrtho) {J=mat3x3f(focal.x,0.0,0.0,0.0,focal.y,0.0,0.0,0.0,0.0);} else {J=mat3x3f(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0);}\nlet T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;return transpose(T)*Vrk*T;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var SH_C4: array<f32,9>=array<f32,9>(\n2.5033429418,\n-1.7701307698,\n0.9461746958,\n-0.6690465436,\n0.1057855469,\n-0.6690465436,\n0.4730873479,\n-1.7701307698,\n0.6258357354\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8]);\n#if SH_DEGREE>2\nresult+=_so3*(\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15]);\n#if SH_DEGREE>3\nresult+=_so4*(\nSH_C4[0]*x*y*(xx-yy)*sh[16] +\nSH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +\nSH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +\nSH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +\nSH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +\nSH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +\nSH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +\nSH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +\nSH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);\n#endif\n#endif\n#endif\n#endif\nreturn result;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingSharedWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./meshBlendTagFragmentOutput.js";
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const name = "geometryRenderingFragment";
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const shader = `#ifdef PREPASS
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#if SCENE_MRT_COUNT>0
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let geometryCoverage=select(0.0,1.0,geometryColor.a>0.4);var fragData: array<vec4f,SCENE_MRT_COUNT>;
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#ifdef PREPASS_COLOR
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fragData[PREPASS_COLOR_INDEX]=geometryColor;
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#endif
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#ifdef PREPASS_POSITION
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fragData[PREPASS_POSITION_INDEX]=vec4f(geometryPositionW,geometryCoverage);
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#endif
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#ifdef PREPASS_LOCAL_POSITION
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fragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(geometryPositionL,geometryCoverage);
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#endif
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#ifdef PREPASS_DEPTH
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fragData[PREPASS_DEPTH_INDEX]=vec4f(geometryViewDepth,0.0,0.0,geometryCoverage);
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#endif
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#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
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fragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(geometryNormalizedViewDepth,0.0,0.0,geometryCoverage);
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#endif
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#ifdef PREPASS_SCREENSPACE_DEPTH
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fragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,geometryCoverage);
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#endif
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#ifdef PREPASS_NORMAL
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fragData[PREPASS_NORMAL_INDEX]=vec4f(geometryNormalV,geometryCoverage);
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#endif
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#ifdef PREPASS_WORLD_NORMAL
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fragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(geometryNormalW*0.5+0.5,geometryCoverage);
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#endif
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#ifdef PREPASS_ALBEDO
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fragData[PREPASS_ALBEDO_INDEX]=vec4f(geometryAlbedo,geometryCoverage);
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#endif
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#ifdef PREPASS_ALBEDO_SQRT
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fragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(max(geometryAlbedo,vec3f(0.0))),geometryCoverage);
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#endif
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#ifdef PREPASS_REFLECTIVITY
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fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,geometryCoverage);
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#endif
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#ifdef PREPASS_IRRADIANCE
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fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,geometryCoverage);
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#endif
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#ifdef PREPASS_IRRADIANCE_LEGACY
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fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(0.0);
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#endif
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#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
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#ifdef PREPASS_VELOCITY_ZERO
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let geometryMotion=vec2f(0.0);
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#else
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let geometryMotion=0.5*(geometryCurrentPosition.xy/geometryCurrentPosition.w-geometryPreviousPosition.xy/geometryPreviousPosition.w);
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#endif
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#ifdef PREPASS_VELOCITY
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fragData[PREPASS_VELOCITY_INDEX]=vec4f(pow(abs(geometryMotion),vec2f(1.0/3.0))*sign(geometryMotion)*0.5+0.5,0.0,geometryCoverage);
|
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#endif
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#ifdef PREPASS_VELOCITY_LINEAR
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fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(-geometryMotion,0.0,geometryCoverage);
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#endif
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#endif
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#ifdef PREPASS_OBJECT_ID
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fragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*geometryCoverage;
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#endif
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#ifdef PREPASS_MESH_BLEND_TAG
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var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (geometryCoverage>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
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#endif
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#include<meshBlendTagFragmentOutput>[0..8]
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#endif
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#endif
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`;
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// Sideeffect
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if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const geometryRenderingFragmentWGSL = { name, shader };
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//# sourceMappingURL=geometryRenderingFragment.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"geometryRenderingFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/geometryRenderingFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./meshBlendTagFragmentOutput\";\nconst name = \"geometryRenderingFragment\";\nconst shader = `#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nlet geometryCoverage=select(0.0,1.0,geometryColor.a>0.4);var fragData: array<vec4f,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=geometryColor;\n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(geometryPositionW,geometryCoverage);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(geometryPositionL,geometryCoverage);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(geometryViewDepth,0.0,0.0,geometryCoverage);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(geometryNormalizedViewDepth,0.0,0.0,geometryCoverage);\n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,geometryCoverage);\n#endif\n#ifdef PREPASS_NORMAL\nfragData[PREPASS_NORMAL_INDEX]=vec4f(geometryNormalV,geometryCoverage);\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(geometryNormalW*0.5+0.5,geometryCoverage);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(geometryAlbedo,geometryCoverage);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(max(geometryAlbedo,vec3f(0.0))),geometryCoverage);\n#endif\n#ifdef PREPASS_REFLECTIVITY\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,geometryCoverage);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,geometryCoverage);\n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(0.0);\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\n#ifdef PREPASS_VELOCITY_ZERO\nlet geometryMotion=vec2f(0.0);\n#else\nlet geometryMotion=0.5*(geometryCurrentPosition.xy/geometryCurrentPosition.w-geometryPreviousPosition.xy/geometryPreviousPosition.w);\n#endif\n#ifdef PREPASS_VELOCITY\nfragData[PREPASS_VELOCITY_INDEX]=vec4f(pow(abs(geometryMotion),vec2f(1.0/3.0))*sign(geometryMotion)*0.5+0.5,0.0,geometryCoverage);\n#endif\n#ifdef PREPASS_VELOCITY_LINEAR\nfragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(-geometryMotion,0.0,geometryCoverage);\n#endif\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*geometryCoverage;\n#endif\n#ifdef PREPASS_MESH_BLEND_TAG\nvar meshBlendTagOutput: vec4<u32>=vec4u(0u);if (geometryCoverage>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryRenderingFragmentWGSL = { name, shader };\n"]}
|
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@@ -268,7 +268,7 @@ var frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=cla
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268
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{index{X}+=1;var nextShadow: f32=0.;
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269
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#if defined(SHADOWPCF{X})
|
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270
270
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#if defined(SHADOWLOWQUALITY{X})
|
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271
|
-
nextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}]
|
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271
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+
nextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
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#elif defined(SHADOWMEDIUMQUALITY{X})
|
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nextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
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#else
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkYd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(\nlightDataTexture{X},\nlight{X}.vLightData,\nvec2u(light{X}.vSliceRanges[sliceIndex].xy),\nviewDirectionW,\nnormalW,\nfragmentInputs.vPositionW,\nsurfaceAlbedo,\nreflectivityOut,\n#ifdef IRIDESCENCE\niridescenceIntensity,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactors.x,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef SHEEN\nsheenOut,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut,\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\npreInfo=computeAreaPreLightingInfoWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#else\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X})\npreInfo.roughness=roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3f(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{let metalFresnel: vec3f=vec3f(reflectivityOut.specularWeight)*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel: vec3f=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{let NdotH: f32=dot(normalW,preInfo.H);let fresnel: vec3f=fresnelSchlickGGXVec3(NdotH,vec3f(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3f(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\ninfo=computeAreaLightingWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#else\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#elif defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(lightDataTexture{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
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+
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkYd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(\nlightDataTexture{X},\nlight{X}.vLightData,\nvec2u(light{X}.vSliceRanges[sliceIndex].xy),\nviewDirectionW,\nnormalW,\nfragmentInputs.vPositionW,\nsurfaceAlbedo,\nreflectivityOut,\n#ifdef IRIDESCENCE\niridescenceIntensity,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactors.x,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef SHEEN\nsheenOut,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut,\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\npreInfo=computeAreaPreLightingInfoWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#else\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X})\npreInfo.roughness=roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3f(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{let metalFresnel: vec3f=vec3f(reflectivityOut.specularWeight)*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel: vec3f=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{let NdotH: f32=dot(normalW,preInfo.H);let fresnel: vec3f=fresnelSchlickGGXVec3(NdotH,vec3f(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3f(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\n#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})\ninfo=computeAreaLightingWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#else\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#elif defined(CLUSTLIGHT{X})\n{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(lightDataTexture{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
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