@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.
Files changed (722) hide show
  1. package/Animations/animatable.core.js +36 -0
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animationGroup.pure.d.ts +61 -1
  4. package/Animations/animationGroup.pure.js +191 -2
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/index.d.ts +1 -0
  7. package/Animations/index.js +1 -0
  8. package/Animations/index.js.map +1 -1
  9. package/Animations/pure.d.ts +1 -0
  10. package/Animations/pure.js +1 -0
  11. package/Animations/pure.js.map +1 -1
  12. package/Animations/rootMotion.d.ts +560 -0
  13. package/Animations/rootMotion.js +1709 -0
  14. package/Animations/rootMotion.js.map +1 -0
  15. package/Animations/runtimeAnimation.d.ts +57 -0
  16. package/Animations/runtimeAnimation.js +127 -3
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.d.ts +2 -0
  19. package/Cameras/arcRotateCamera.pure.js +2 -0
  20. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  21. package/Cameras/targetCamera.pure.d.ts +2 -0
  22. package/Cameras/targetCamera.pure.js +13 -2
  23. package/Cameras/targetCamera.pure.js.map +1 -1
  24. package/Collisions/gpuPicker.js +5 -5
  25. package/Collisions/gpuPicker.js.map +1 -1
  26. package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
  27. package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
  29. package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
  31. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
  32. package/Engines/Extensions/engine.multiRender.pure.js +63 -0
  33. package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
  35. package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
  36. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
  37. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  38. package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
  39. package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
  40. package/Engines/Extensions/index.d.ts +1 -0
  41. package/Engines/Extensions/index.js +1 -0
  42. package/Engines/Extensions/index.js.map +1 -1
  43. package/Engines/Extensions/pure.d.ts +1 -1
  44. package/Engines/Extensions/pure.js +1 -1
  45. package/Engines/Extensions/pure.js.map +1 -1
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
  47. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  48. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
  49. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
  50. package/Engines/Native/nativeHardwareTexture.d.ts +8 -1
  51. package/Engines/Native/nativeHardwareTexture.js +7 -0
  52. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  53. package/Engines/Native/nativeHelpers.js +56 -1
  54. package/Engines/Native/nativeHelpers.js.map +1 -1
  55. package/Engines/Native/nativeInterfaces.d.ts +37 -8
  56. package/Engines/Native/nativeInterfaces.js.map +1 -1
  57. package/Engines/Native/nativeRenderTargetWrapper.d.ts +40 -0
  58. package/Engines/Native/nativeRenderTargetWrapper.js +265 -5
  59. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  60. package/Engines/Processors/shaderCodeCursor.d.ts +1 -0
  61. package/Engines/Processors/shaderCodeCursor.js +40 -3
  62. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  63. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  64. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  66. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  68. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js +1 -0
  70. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  72. package/Engines/WebGPU/Extensions/index.js +1 -0
  73. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  74. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  75. package/Engines/WebGPU/Extensions/pure.js +1 -1
  76. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  77. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  78. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  79. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  80. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  81. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  82. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  83. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  84. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  85. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  86. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  87. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  88. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  89. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  90. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  91. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  92. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  93. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  94. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  95. package/Engines/abstractEngine.pure.d.ts +17 -1
  96. package/Engines/abstractEngine.pure.js +17 -5
  97. package/Engines/abstractEngine.pure.js.map +1 -1
  98. package/Engines/constants.d.ts +4 -0
  99. package/Engines/constants.js +4 -0
  100. package/Engines/constants.js.map +1 -1
  101. package/Engines/engine.pure.d.ts +0 -1
  102. package/Engines/engine.pure.js +0 -7
  103. package/Engines/engine.pure.js.map +1 -1
  104. package/Engines/nativeEngine.pure.js +1 -1
  105. package/Engines/nativeEngine.pure.js.map +1 -1
  106. package/Engines/thinEngine.pure.d.ts +15 -0
  107. package/Engines/thinEngine.pure.js +61 -14
  108. package/Engines/thinEngine.pure.js.map +1 -1
  109. package/Engines/thinNativeEngine.pure.d.ts +218 -17
  110. package/Engines/thinNativeEngine.pure.js +1438 -165
  111. package/Engines/thinNativeEngine.pure.js.map +1 -1
  112. package/Engines/thinWebGPUEngine.d.ts +4 -0
  113. package/Engines/thinWebGPUEngine.js +16 -2
  114. package/Engines/thinWebGPUEngine.js.map +1 -1
  115. package/Engines/webgpuEngine.pure.d.ts +17 -3
  116. package/Engines/webgpuEngine.pure.js +56 -13
  117. package/Engines/webgpuEngine.pure.js.map +1 -1
  118. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  119. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  120. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.d.ts +10 -0
  121. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js +24 -12
  122. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  124. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  125. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  126. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.d.ts +7 -0
  127. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js +43 -0
  128. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js.map +1 -1
  129. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  130. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  131. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  132. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  133. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  134. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  135. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  136. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  137. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  138. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  139. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  140. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  141. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  142. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  143. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  144. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +18 -4
  145. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +24 -6
  146. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  147. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  148. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  149. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  150. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  151. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  152. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +85 -25
  153. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  154. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  155. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  156. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  157. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.d.ts +12 -1
  158. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +8 -0
  159. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  160. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js +4 -1
  161. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js.map +1 -1
  162. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.d.ts +12 -1
  163. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js +5 -1
  164. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js.map +1 -1
  165. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  166. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  167. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.d.ts +2 -0
  168. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js +14 -2
  169. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js.map +1 -1
  170. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.d.ts +5 -1
  171. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js +23 -8
  172. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js.map +1 -1
  173. package/FlowGraph/CustomTypes/flowGraphInteger.pure.d.ts +5 -0
  174. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js +7 -0
  175. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js.map +1 -1
  176. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +10 -0
  177. package/FlowGraph/CustomTypes/flowGraphMatrix.js +14 -0
  178. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  179. package/FlowGraph/flowGraph.d.ts +6 -1
  180. package/FlowGraph/flowGraph.js +41 -9
  181. package/FlowGraph/flowGraph.js.map +1 -1
  182. package/FlowGraph/flowGraphAnimationHelpers.d.ts +24 -0
  183. package/FlowGraph/flowGraphAnimationHelpers.js +21 -0
  184. package/FlowGraph/flowGraphAnimationHelpers.js.map +1 -0
  185. package/FlowGraph/flowGraphBlock.js +3 -0
  186. package/FlowGraph/flowGraphBlock.js.map +1 -1
  187. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  188. package/FlowGraph/flowGraphConnection.js +7 -0
  189. package/FlowGraph/flowGraphConnection.js.map +1 -1
  190. package/FlowGraph/flowGraphContext.d.ts +2 -1
  191. package/FlowGraph/flowGraphContext.js +5 -3
  192. package/FlowGraph/flowGraphContext.js.map +1 -1
  193. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  194. package/FlowGraph/flowGraphCoordinator.js +47 -16
  195. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  196. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  197. package/FlowGraph/flowGraphEventBlock.js +7 -0
  198. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  199. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  200. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  201. package/FlowGraph/flowGraphParser.js +60 -2
  202. package/FlowGraph/flowGraphParser.js.map +1 -1
  203. package/FlowGraph/flowGraphValidator.js +0 -4
  204. package/FlowGraph/flowGraphValidator.js.map +1 -1
  205. package/FlowGraph/index.d.ts +2 -0
  206. package/FlowGraph/index.js +2 -0
  207. package/FlowGraph/index.js.map +1 -1
  208. package/FlowGraph/pure.d.ts +2 -0
  209. package/FlowGraph/pure.js +2 -0
  210. package/FlowGraph/pure.js.map +1 -1
  211. package/FlowGraph/serialization.d.ts +4 -2
  212. package/FlowGraph/serialization.js +12 -24
  213. package/FlowGraph/serialization.js.map +1 -1
  214. package/FlowGraph/typeDefinitions.d.ts +9 -1
  215. package/FlowGraph/typeDefinitions.js.map +1 -1
  216. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  217. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  218. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  219. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  220. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  221. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  222. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  223. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  224. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  226. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  228. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  229. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  230. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.d.ts +1 -0
  231. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js +4 -0
  232. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js.map +1 -0
  233. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.d.ts +54 -0
  234. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js +155 -0
  235. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js.map +1 -0
  236. package/FrameGraph/Node/Blocks/Textures/pure.d.ts +1 -0
  237. package/FrameGraph/Node/Blocks/Textures/pure.js +1 -0
  238. package/FrameGraph/Node/Blocks/Textures/pure.js.map +1 -1
  239. package/FrameGraph/Node/Blocks/allBlocks.pure.js +4 -0
  240. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  241. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  242. package/FrameGraph/Node/Blocks/index.js +2 -0
  243. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  244. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  245. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  246. package/FrameGraph/Node/Blocks/pure.d.ts +2 -0
  247. package/FrameGraph/Node/Blocks/pure.js +2 -0
  248. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  249. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  250. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  251. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  252. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  253. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  254. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  255. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  256. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  257. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  258. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  259. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  260. package/FrameGraph/Tasks/Misc/minMaxReducerTask.d.ts +62 -0
  261. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js +159 -0
  262. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js.map +1 -0
  263. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  264. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  265. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  266. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  267. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +72 -34
  268. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  269. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  270. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  271. package/FrameGraph/frameGraph.d.ts +4 -0
  272. package/FrameGraph/frameGraph.js +14 -0
  273. package/FrameGraph/frameGraph.js.map +1 -1
  274. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  275. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  276. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  277. package/FrameGraph/frameGraphRenderContext.js +5 -5
  278. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  279. package/FrameGraph/index.d.ts +2 -0
  280. package/FrameGraph/index.js +2 -0
  281. package/FrameGraph/index.js.map +1 -1
  282. package/FrameGraph/pure.d.ts +2 -0
  283. package/FrameGraph/pure.js +2 -0
  284. package/FrameGraph/pure.js.map +1 -1
  285. package/Inputs/scene.inputManager.d.ts +4 -0
  286. package/Inputs/scene.inputManager.js +50 -8
  287. package/Inputs/scene.inputManager.js.map +1 -1
  288. package/Lights/Clustered/clusteredLightingSceneComponent.pure.d.ts +5 -0
  289. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js +22 -1
  290. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js.map +1 -1
  291. package/Lights/Shadows/cascadedShadowGenerator.pure.js +7 -3
  292. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  293. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.d.ts +7 -0
  294. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js +8 -0
  295. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js.map +1 -0
  296. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.d.ts +54 -0
  297. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js +81 -0
  298. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js.map +1 -0
  299. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.d.ts +7 -0
  300. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js +8 -0
  301. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js.map +1 -0
  302. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.d.ts +60 -0
  303. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js +90 -0
  304. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js.map +1 -0
  305. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +31 -0
  306. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +103 -5
  307. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  308. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +6 -6
  309. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  310. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  311. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +153 -49
  312. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  313. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.d.ts +1 -0
  314. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js +4 -0
  315. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js.map +1 -0
  316. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.d.ts +83 -0
  317. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js +191 -0
  318. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js.map +1 -0
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  645. package/ShadersWGSL/gaussianSplatting.vertex.js +82 -1
  646. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  647. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -1
  648. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  649. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +2 -1
  650. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -1
  651. package/ShadersWGSL/geometry.fragment.js +37 -2
  652. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  653. package/ShadersWGSL/gpsHiZBuild.compute.d.ts +5 -0
  654. package/ShadersWGSL/gpsHiZBuild.compute.js +16 -0
  655. package/ShadersWGSL/gpsHiZBuild.compute.js.map +1 -0
  656. package/ShadersWGSL/gpsPartition.compute.d.ts +5 -0
  657. package/ShadersWGSL/gpsPartition.compute.js +27 -0
  658. package/ShadersWGSL/gpsPartition.compute.js.map +1 -0
  659. package/ShadersWGSL/gpsPreprocess.compute.d.ts +5 -0
  660. package/ShadersWGSL/gpsPreprocess.compute.js +86 -0
  661. package/ShadersWGSL/gpsPreprocess.compute.js.map +1 -0
  662. package/ShadersWGSL/gpsResolve.compute.d.ts +5 -0
  663. package/ShadersWGSL/gpsResolve.compute.js +41 -0
  664. package/ShadersWGSL/gpsResolve.compute.js.map +1 -0
  665. package/ShadersWGSL/gpsScanAdd.compute.d.ts +5 -0
  666. package/ShadersWGSL/gpsScanAdd.compute.js +22 -0
  667. package/ShadersWGSL/gpsScanAdd.compute.js.map +1 -0
  668. package/ShadersWGSL/gpsScanBlocks.compute.d.ts +5 -0
  669. package/ShadersWGSL/gpsScanBlocks.compute.js +23 -0
  670. package/ShadersWGSL/gpsScanBlocks.compute.js.map +1 -0
  671. package/ShadersWGSL/gpsScanSums.compute.d.ts +5 -0
  672. package/ShadersWGSL/gpsScanSums.compute.js +30 -0
  673. package/ShadersWGSL/gpsScanSums.compute.js.map +1 -0
  674. package/ShadersWGSL/gpsSplat.compute.d.ts +5 -0
  675. package/ShadersWGSL/gpsSplat.compute.js +37 -0
  676. package/ShadersWGSL/gpsSplat.compute.js.map +1 -0
  677. package/ShadersWGSL/gpuRenderParticles.fragment.js +47 -2
  678. package/ShadersWGSL/gpuRenderParticles.fragment.js.map +1 -1
  679. package/ShadersWGSL/gpuRenderParticles.vertex.js +110 -7
  680. package/ShadersWGSL/gpuRenderParticles.vertex.js.map +1 -1
  681. package/ShadersWGSL/meshBlending.fragment.d.ts +5 -0
  682. package/ShadersWGSL/meshBlending.fragment.js +576 -0
  683. package/ShadersWGSL/meshBlending.fragment.js.map +1 -0
  684. package/ShadersWGSL/minmaxRedux.fragment.js +20 -3
  685. package/ShadersWGSL/minmaxRedux.fragment.js.map +1 -1
  686. package/ShadersWGSL/openpbr.fragment.js +2 -1
  687. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  688. package/ShadersWGSL/particles.fragment.js +45 -1
  689. package/ShadersWGSL/particles.fragment.js.map +1 -1
  690. package/ShadersWGSL/particles.vertex.js +86 -4
  691. package/ShadersWGSL/particles.vertex.js.map +1 -1
  692. package/ShadersWGSL/pbr.fragment.js +2 -1
  693. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  694. package/ShadersWGSL/sprites.fragment.js +56 -2
  695. package/ShadersWGSL/sprites.fragment.js.map +1 -1
  696. package/ShadersWGSL/sprites.vertex.js +62 -1
  697. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  698. package/Sprites/spriteManager.d.ts +13 -0
  699. package/Sprites/spriteManager.js +15 -0
  700. package/Sprites/spriteManager.js.map +1 -1
  701. package/Sprites/spriteRenderer.d.ts +24 -1
  702. package/Sprites/spriteRenderer.js +368 -50
  703. package/Sprites/spriteRenderer.js.map +1 -1
  704. package/Sprites/thinSprite.d.ts +4 -0
  705. package/Sprites/thinSprite.js +4 -0
  706. package/Sprites/thinSprite.js.map +1 -1
  707. package/States/alphaCullingState.d.ts +3 -1
  708. package/States/alphaCullingState.js +18 -3
  709. package/States/alphaCullingState.js.map +1 -1
  710. package/XR/features/WebXRSpaceWarp.pure.js +2 -1
  711. package/XR/features/WebXRSpaceWarp.pure.js.map +1 -1
  712. package/XR/webXRDefaultExperience.d.ts +5 -1
  713. package/XR/webXRDefaultExperience.js.map +1 -1
  714. package/XR/webXREnterExitUI.d.ts +2 -1
  715. package/XR/webXREnterExitUI.js.map +1 -1
  716. package/assetContainer.d.ts +1 -0
  717. package/assetContainer.js +5 -1
  718. package/assetContainer.js.map +1 -1
  719. package/package.json +1 -1
  720. package/scene.pure.d.ts +36 -2
  721. package/scene.pure.js +63 -4
  722. package/scene.pure.js.map +1 -1
@@ -13,7 +13,15 @@ specular: vec3f,
13
13
  ndl: f32,
14
14
  #endif
15
15
  };fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)
16
- {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
16
+ {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;
17
+ #if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)
18
+ if (dot(direction,direction)>=range*range) {result.diffuse=vec3f(0.);
19
+ #ifdef SPECULARTERM
20
+ result.specular=vec3f(0.);
21
+ #endif
22
+ return result;}
23
+ #endif
24
+ attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
17
25
  else
18
26
  {lightVectorW=normalize(-lightData.xyz);}
19
27
  var ndl: f32=max(0.,dot(vNormal,lightVectorW));
@@ -36,7 +44,15 @@ result.diffuse=ndl*diffuseColor*attenuation;
36
44
  var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
37
45
  #endif
38
46
  return result;}
39
- fn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
47
+ fn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;
48
+ #if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)
49
+ if (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);
50
+ #ifdef SPECULARTERM
51
+ result.specular=vec3f(0.);
52
+ #endif
53
+ return result;}
54
+ #endif
55
+ var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
40
56
  {attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
41
57
  var result: lightingInfo;result.diffuse=vec3f(0.);
42
58
  #ifdef SPECULARTERM
@@ -46,7 +62,15 @@ result.specular=vec3f(0.);
46
62
  result.ndl=0.;
47
63
  #endif
48
64
  return result;}
49
- fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
65
+ fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;
66
+ #if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)
67
+ if (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);
68
+ #ifdef SPECULARTERM
69
+ result.specular=vec3f(0.);
70
+ #endif
71
+ return result;}
72
+ #endif
73
+ var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
50
74
  {attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
51
75
  var result: lightingInfo;result.diffuse=vec3f(0.);
52
76
  #ifdef SPECULARTERM
@@ -1 +1 @@
1
- {"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAC9B,OAAO,8BAA8B,CAAC;AACtC,OAAO,4BAA4B,CAAC;AACpC,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiFd,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\";\nimport \"./ltcHelperFunctions\";\nimport \"./clusteredLightingFunctions\";\nimport \"./clusteredLightingCompute\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}\nfn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\nfn computeAreaLightingWithTexture(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc1Sampler,ltc2,ltc2Sampler,emissionTexture,emissionTextureSampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel: vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#include<clusteredLightingCompute>[0..maxSimultaneousLights]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAC9B,OAAO,8BAA8B,CAAC;AACtC,OAAO,4BAA4B,CAAC;AACpC,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyGd,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\";\nimport \"./ltcHelperFunctions\";\nimport \"./clusteredLightingFunctions\";\nimport \"./clusteredLightingCompute\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;\n#if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)\nif (dot(direction,direction)>=range*range) {result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\nreturn result;}\n#endif\nattenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}\nfn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;\n#if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)\nif (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\nreturn result;}\n#endif\nvar lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;\n#if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)\nif (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\nreturn result;}\n#endif\nvar lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\nfn computeAreaLightingWithTexture(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc1Sampler,ltc2,ltc2Sampler,emissionTexture,emissionTextureSampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel: vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#include<clusteredLightingCompute>[0..maxSimultaneousLights]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const meshBlendTagFragmentOutputWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,18 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "meshBlendTagFragmentOutput";
4
+ const shader = `#if SCENE_MRT_COUNT>{X}
5
+ #if defined(PREPASS_MESH_BLEND_TAG) && PREPASS_MESH_BLEND_TAG_INDEX=={X}
6
+ fragmentOutputs.fragData{X}=meshBlendTagOutput;
7
+ #else
8
+ fragmentOutputs.fragData{X}=fragData[{X}];
9
+ #endif
10
+ #endif
11
+ `;
12
+ // Sideeffect
13
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
14
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
15
+ }
16
+ /** @internal */
17
+ export const meshBlendTagFragmentOutputWGSL = { name, shader };
18
+ //# sourceMappingURL=meshBlendTagFragmentOutput.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"meshBlendTagFragmentOutput.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"meshBlendTagFragmentOutput\";\nconst shader = `#if SCENE_MRT_COUNT>{X}\n#if defined(PREPASS_MESH_BLEND_TAG) && PREPASS_MESH_BLEND_TAG_INDEX=={X}\nfragmentOutputs.fragData{X}=meshBlendTagOutput;\n#else\nfragmentOutputs.fragData{X}=fragData[{X}];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const meshBlendTagFragmentOutputWGSL = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./meshBlendTagFragmentOutput.js";
1
2
  /** @internal */
2
3
  export declare const openpbrBlockPrePassWGSL: {
3
4
  name: string;
@@ -1,8 +1,17 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./meshBlendTagFragmentOutput.js";
3
4
  const name = "openpbrBlockPrePass";
4
5
  const shader = `#if SCENE_MRT_COUNT>0
5
- var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
6
+ #ifdef ALPHATEST
7
+ var writeGeometryInfo: f32=1.0;
8
+ #else
9
+ var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);
10
+ #endif
11
+ var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
12
+ #ifdef PREPASS_MESH_BLEND_TAG
13
+ var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
14
+ #endif
6
15
  #ifdef PREPASS_POSITION
7
16
  fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
8
17
  #endif
@@ -69,30 +78,7 @@ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*w
69
78
  fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
70
79
  #endif
71
80
  #endif
72
- #if SCENE_MRT_COUNT>0
73
- fragmentOutputs.fragData0=fragData[0];
74
- #endif
75
- #if SCENE_MRT_COUNT>1
76
- fragmentOutputs.fragData1=fragData[1];
77
- #endif
78
- #if SCENE_MRT_COUNT>2
79
- fragmentOutputs.fragData2=fragData[2];
80
- #endif
81
- #if SCENE_MRT_COUNT>3
82
- fragmentOutputs.fragData3=fragData[3];
83
- #endif
84
- #if SCENE_MRT_COUNT>4
85
- fragmentOutputs.fragData4=fragData[4];
86
- #endif
87
- #if SCENE_MRT_COUNT>5
88
- fragmentOutputs.fragData5=fragData[5];
89
- #endif
90
- #if SCENE_MRT_COUNT>6
91
- fragmentOutputs.fragData6=fragData[6];
92
- #endif
93
- #if SCENE_MRT_COUNT>7
94
- fragmentOutputs.fragData7=fragData[7];
95
- #endif
81
+ #include<meshBlendTagFragmentOutput>[0..8]
96
82
  #endif
97
83
  `;
98
84
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=total_direct_diffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=slab_diffuse_ibl;\n#endif\n#endif\n#ifdef SCATTERING\nlet scatter_mask: f32=min(subsurface_weight+transmission_weight,1.0);\n#else\nlet scatter_mask: f32=0.0;\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo*scatter_mask);\n#elif defined(PREPASS_COLOR)\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockPrePassWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./meshBlendTagFragmentOutput\";\nconst name = \"openpbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\n#ifdef ALPHATEST\nvar writeGeometryInfo: f32=1.0;\n#else\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_MESH_BLEND_TAG\nvar meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}\n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=total_direct_diffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=slab_diffuse_ibl;\n#endif\n#endif\n#ifdef SCATTERING\nlet scatter_mask: f32=min(subsurface_weight+transmission_weight,1.0);\n#else\nlet scatter_mask: f32=0.0;\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo*scatter_mask);\n#elif defined(PREPASS_COLOR)\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockPrePassWGSL = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./meshBlendTagFragmentOutput.js";
1
2
  /** @internal */
2
3
  export declare const pbrBlockPrePassWGSL: {
3
4
  name: string;
@@ -1,8 +1,17 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./meshBlendTagFragmentOutput.js";
3
4
  const name = "pbrBlockPrePass";
4
5
  const shader = `#if SCENE_MRT_COUNT>0
5
- var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
6
+ #ifdef ALPHATEST
7
+ var writeGeometryInfo: f32=1.0;
8
+ #else
9
+ var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);
10
+ #endif
11
+ var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
12
+ #ifdef PREPASS_MESH_BLEND_TAG
13
+ var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
14
+ #endif
6
15
  #ifdef PREPASS_POSITION
7
16
  fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
8
17
  #endif
@@ -85,30 +94,7 @@ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*w
85
94
  fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
86
95
  #endif
87
96
  #endif
88
- #if SCENE_MRT_COUNT>0
89
- fragmentOutputs.fragData0=fragData[0];
90
- #endif
91
- #if SCENE_MRT_COUNT>1
92
- fragmentOutputs.fragData1=fragData[1];
93
- #endif
94
- #if SCENE_MRT_COUNT>2
95
- fragmentOutputs.fragData2=fragData[2];
96
- #endif
97
- #if SCENE_MRT_COUNT>3
98
- fragmentOutputs.fragData3=fragData[3];
99
- #endif
100
- #if SCENE_MRT_COUNT>4
101
- fragmentOutputs.fragData4=fragData[4];
102
- #endif
103
- #if SCENE_MRT_COUNT>5
104
- fragmentOutputs.fragData5=fragData[5];
105
- #endif
106
- #if SCENE_MRT_COUNT>6
107
- fragmentOutputs.fragData6=fragData[6];
108
- #endif
109
- #if SCENE_MRT_COUNT>7
110
- fragmentOutputs.fragData7=fragData[7];
111
- #endif
97
+ #include<meshBlendTagFragmentOutput>[0..8]
112
98
  #endif
113
99
  `;
114
100
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#else\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./meshBlendTagFragmentOutput\";\nconst name = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\n#ifdef ALPHATEST\nvar writeGeometryInfo: f32=1.0;\n#else\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_MESH_BLEND_TAG\nvar meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}\n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#else\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
@@ -177,9 +177,13 @@ color=toGammaSpaceVec3(color);
177
177
  #endif
178
178
  fragmentOutputs.color=vec4f(color,1.0);
179
179
  #ifdef PREPASS
180
- fragmentOutputs.fragData0=toLinearSpaceVec3(color);
180
+ #if SCENE_MRT_COUNT>0 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 0) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 0)
181
+ fragmentOutputs.fragData0=vec4f(toLinearSpaceVec3(color),1.0);
182
+ #endif
183
+ #if SCENE_MRT_COUNT>1 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 1) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 1)
181
184
  fragmentOutputs.fragData1=vec4f(0.,0.,0.,0.);
182
185
  #endif
186
+ #endif
183
187
  #ifdef DEBUGMODE_FORCERETURN
184
188
  return fragmentOutputs;
185
189
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwLd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;\n#if DEBUGMODE==1\ncolor=fragmentInputs.vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ncolor=fragmentInputs.vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ncolor=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ncolor=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ncolor=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ncolor= vec3f(input.vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ncolor= vec3f(input.vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ncolor=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ncolor=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ncolor=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ncolor=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ncolor=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ncolor=lightmapColor;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ncolor= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ncolor=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ncolor=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ncolor=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ncolor=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ncolor=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ncolor=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ncolor=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ncolor=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ncolor=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ncolor=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ncolor=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ncolor=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ncolor=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ncolor=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ncolor=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ncolor= vec3f(reflectivityOut.metallic);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ncolor= vec3f(roughness);\n#elif DEBUGMODE==64\ncolor= vec3f(alphaG);\n#elif DEBUGMODE==65\ncolor= vec3f(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ncolor=clearcoatOut.clearCoatColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ncolor=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ncolor=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ncolor= vec3f(microSurface);\n#elif DEBUGMODE==73\ncolor=uniforms.vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ncolor=uniforms.vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ncolor=uniforms.vEmissiveColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ncolor= vec3f(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ncolor= vec3f(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ncolor= vec3f(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=baseSpecularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ncolor=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ncolor= vec3f(luminanceOverAlpha);\n#elif DEBUGMODE==87\ncolor= vec3f(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ncolor= vec3f(albedoTexture.a);\n#elif DEBUGMODE==89\ncolor=aoOut.ambientOcclusionColor;\n#else\nvar stripeWidth: f32=30.;var stripePos: f32=abs(floor(input.position.x/stripeWidth));var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);\n#endif\ncolor*=uniforms.vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ncolor=normalize(color)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ncolor=toGammaSpaceVec3(color);\n#endif\nfragmentOutputs.color=vec4f(color,1.0);\n#ifdef PREPASS\nfragmentOutputs.fragData0=toLinearSpaceVec3(color); \nfragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); \n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn fragmentOutputs;\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDebugWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ld,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;\n#if DEBUGMODE==1\ncolor=fragmentInputs.vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ncolor=fragmentInputs.vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ncolor=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ncolor=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ncolor=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ncolor= vec3f(input.vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ncolor= vec3f(input.vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ncolor=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ncolor=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ncolor=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ncolor=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ncolor=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ncolor=lightmapColor;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ncolor= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ncolor=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ncolor=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ncolor=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ncolor=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ncolor=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ncolor=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ncolor=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ncolor=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ncolor=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ncolor=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ncolor=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ncolor=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ncolor=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ncolor=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ncolor=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ncolor= vec3f(reflectivityOut.metallic);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ncolor= vec3f(roughness);\n#elif DEBUGMODE==64\ncolor= vec3f(alphaG);\n#elif DEBUGMODE==65\ncolor= vec3f(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ncolor=clearcoatOut.clearCoatColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ncolor=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ncolor=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ncolor= vec3f(microSurface);\n#elif DEBUGMODE==73\ncolor=uniforms.vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ncolor=uniforms.vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ncolor=uniforms.vEmissiveColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ncolor= vec3f(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ncolor= vec3f(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ncolor= vec3f(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=baseSpecularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ncolor=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ncolor= vec3f(luminanceOverAlpha);\n#elif DEBUGMODE==87\ncolor= vec3f(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ncolor= vec3f(albedoTexture.a);\n#elif DEBUGMODE==89\ncolor=aoOut.ambientOcclusionColor;\n#else\nvar stripeWidth: f32=30.;var stripePos: f32=abs(floor(input.position.x/stripeWidth));var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);\n#endif\ncolor*=uniforms.vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ncolor=normalize(color)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ncolor=toGammaSpaceVec3(color);\n#endif\nfragmentOutputs.color=vec4f(color,1.0);\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 0) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 0)\nfragmentOutputs.fragData0=vec4f(toLinearSpaceVec3(color),1.0); \n#endif\n#if SCENE_MRT_COUNT>1 && (!defined(PREPASS_MESH_BLEND_TAG) || PREPASS_MESH_BLEND_TAG_INDEX != 1) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != 1)\nfragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); \n#endif\n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn fragmentOutputs;\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDebugWGSL = { name, shader };\n"]}
@@ -3,6 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./objectIdFunctions.js";
4
4
  const name = "prePassDeclaration";
5
5
  const shader = `#ifdef PREPASS
6
+ #ifndef PREPASS_CUSTOM_VARYINGS
6
7
  #ifdef PREPASS_LOCAL_POSITION
7
8
  varying vPosition : vec3f;
8
9
  #endif
@@ -12,13 +13,17 @@ varying vViewPos: vec3f;
12
13
  #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
13
14
  varying vNormViewDepth: f32;
14
15
  #endif
15
- #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
16
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(PREPASS_VELOCITY_ZERO)
16
17
  varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
17
18
  #endif
19
+ #endif
18
20
  #ifdef PREPASS_OBJECT_ID
19
21
  uniform objectId: f32;
20
22
  #include<objectIdFunctions>
21
23
  #endif
24
+ #ifdef PREPASS_MESH_BLEND_TAG
25
+ uniform meshBlendTag: i32;
26
+ #endif
22
27
  #endif
23
28
  `;
24
29
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,qBAAqB,CAAC;AAC7B,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./objectIdFunctions\";\nconst name = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef PREPASS_OBJECT_ID\nuniform objectId: f32;\n#include<objectIdFunctions>\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const prePassDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,qBAAqB,CAAC;AAC7B,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./objectIdFunctions\";\nconst name = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifndef PREPASS_CUSTOM_VARYINGS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(PREPASS_VELOCITY_ZERO)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n#ifdef PREPASS_OBJECT_ID\nuniform objectId: f32;\n#include<objectIdFunctions>\n#endif\n#ifdef PREPASS_MESH_BLEND_TAG\nuniform meshBlendTag: i32;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const prePassDeclarationWGSL = { name, shader };\n"]}
@@ -28,10 +28,12 @@ import { fogFragmentDeclarationWGSL } from "./ShadersInclude/fogFragmentDeclarat
28
28
  import { clipPlaneFragmentWGSL } from "./ShadersInclude/clipPlaneFragment.js";
29
29
  import { bumpFragmentWGSL } from "./ShadersInclude/bumpFragment.js";
30
30
  import { decalFragmentWGSL } from "./ShadersInclude/decalFragment.js";
31
+ import { defaultFragmentAlphaWGSL } from "./ShadersInclude/defaultFragmentAlpha.js";
31
32
  import { depthPrePassWGSL } from "./ShadersInclude/depthPrePass.js";
32
33
  import { lightFragmentWGSL } from "./ShadersInclude/lightFragment.js";
33
34
  import { logDepthFragmentWGSL } from "./ShadersInclude/logDepthFragment.js";
34
35
  import { fogFragmentWGSL } from "./ShadersInclude/fogFragment.js";
36
+ import { meshBlendTagFragmentOutputWGSL } from "./ShadersInclude/meshBlendTagFragmentOutput.js";
35
37
  import { oitFragmentWGSL } from "./ShadersInclude/oitFragment.js";
36
38
  const name = "defaultPixelShader";
37
39
  const shader = `#include<defaultUboDeclaration>
@@ -123,6 +125,9 @@ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
123
125
  var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
124
126
  #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
125
127
  #endif
128
+ #ifdef DEPTHPREPASS
129
+ #include<defaultFragmentAlpha>
130
+ #endif
126
131
  #define DEPTHPREPASS_SKIP_EARLY_RETURN
127
132
  #include<depthPrePass>
128
133
  #ifndef DEPTHPREPASS
@@ -233,28 +238,7 @@ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-
233
238
  #ifdef REFRACTIONFRESNEL
234
239
  var refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);
235
240
  #endif
236
- #ifdef OPACITY
237
- var opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
238
- #ifdef OPACITYRGB
239
- opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
240
- #else
241
- alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
242
- #endif
243
- #endif
244
- #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
245
- alpha*=fragmentInputs.vColor.a;
246
- #endif
247
- #ifdef OPACITYFRESNEL
248
- var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
249
- #endif
250
- #ifdef ALPHATEST
251
- #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
252
- if (alpha<uniforms.alphaCutOff) {discard;}
253
- #endif
254
- #ifndef ALPHABLEND
255
- alpha=1.0;
256
- #endif
257
- #endif
241
+ #include<defaultFragmentAlpha>
258
242
  var emissiveColor: vec3f=uniforms.vEmissiveColor;
259
243
  #ifdef EMISSIVE
260
244
  emissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
@@ -317,7 +301,15 @@ color=vec4f(color.rgb*color.a, color.a);
317
301
  #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
318
302
  #ifdef PREPASS
319
303
  #if SCENE_MRT_COUNT>0
320
- var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
304
+ #ifdef ALPHATEST
305
+ var writeGeometryInfo: f32=1.0;
306
+ #else
307
+ var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);
308
+ #endif
309
+ var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
310
+ #ifdef PREPASS_MESH_BLEND_TAG
311
+ var meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}
312
+ #endif
321
313
  #ifdef PREPASS_COLOR
322
314
  fragData[PREPASS_COLOR_INDEX]=color;
323
315
  #endif
@@ -371,30 +363,7 @@ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*
371
363
  fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
372
364
  #endif
373
365
  #endif
374
- #if SCENE_MRT_COUNT>0
375
- fragmentOutputs.fragData0=fragData[0];
376
- #endif
377
- #if SCENE_MRT_COUNT>1
378
- fragmentOutputs.fragData1=fragData[1];
379
- #endif
380
- #if SCENE_MRT_COUNT>2
381
- fragmentOutputs.fragData2=fragData[2];
382
- #endif
383
- #if SCENE_MRT_COUNT>3
384
- fragmentOutputs.fragData3=fragData[3];
385
- #endif
386
- #if SCENE_MRT_COUNT>4
387
- fragmentOutputs.fragData4=fragData[4];
388
- #endif
389
- #if SCENE_MRT_COUNT>5
390
- fragmentOutputs.fragData5=fragData[5];
391
- #endif
392
- #if SCENE_MRT_COUNT>6
393
- fragmentOutputs.fragData6=fragData[6];
394
- #endif
395
- #if SCENE_MRT_COUNT>7
396
- fragmentOutputs.fragData7=fragData[7];
397
- #endif
366
+ #include<meshBlendTagFragmentOutput>[0..8]
398
367
  #endif
399
368
  #endif
400
369
  #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
@@ -412,7 +381,7 @@ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.f
412
381
  if (!ShaderStore.ShadersStoreWGSL[name]) {
413
382
  ShaderStore.ShadersStoreWGSL[name] = shader;
414
383
  }
415
- const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];
384
+ const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, defaultFragmentAlphaWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, meshBlendTagFragmentOutputWGSL, oitFragmentWGSL];
416
385
  for (const inc of includes) {
417
386
  if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
418
387
  ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclarationWGSL } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { objectIdFunctionsWGSL } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclarationWGSL } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclarationWGSL } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctionsWGSL } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctionsWGSL } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { clusteredLightingComputeWGSL } from \"./ShadersInclude/clusteredLightingCompute\";\nimport { lightsFragmentFunctionsWGSL } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclarationWGSL } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunctionWGSL } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunctionWGSL } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclarationWGSL } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctionsWGSL } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctionsWGSL } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctionsWGSL } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragmentWGSL } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragmentWGSL } from \"./ShadersInclude/decalFragment\";\nimport { depthPrePassWGSL } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { oitFragmentWGSL } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<textureRepetitionFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=TEXRD(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=TEXRD(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclarationWGSL } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { objectIdFunctionsWGSL } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclarationWGSL } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclarationWGSL } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctionsWGSL } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctionsWGSL } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { clusteredLightingComputeWGSL } from \"./ShadersInclude/clusteredLightingCompute\";\nimport { lightsFragmentFunctionsWGSL } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclarationWGSL } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunctionWGSL } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunctionWGSL } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclarationWGSL } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctionsWGSL } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctionsWGSL } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctionsWGSL } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragmentWGSL } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragmentWGSL } from \"./ShadersInclude/decalFragment\";\nimport { defaultFragmentAlphaWGSL } from \"./ShadersInclude/defaultFragmentAlpha\";\nimport { depthPrePassWGSL } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { meshBlendTagFragmentOutputWGSL } from \"./ShadersInclude/meshBlendTagFragmentOutput\";\nimport { oitFragmentWGSL } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<textureRepetitionFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#ifdef DEPTHPREPASS\n#include<defaultFragmentAlpha>\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=TEXRD(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=TEXRD(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#include<defaultFragmentAlpha>\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\n#ifdef ALPHATEST\nvar writeGeometryInfo: f32=1.0;\n#else\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_MESH_BLEND_TAG\nvar meshBlendTagOutput: vec4<u32>=vec4u(0u);if (writeGeometryInfo>0.0) {meshBlendTagOutput=vec4u(u32(uniforms.meshBlendTag),0u,0u,0u);}\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#include<meshBlendTagFragmentOutput>[0..8]\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, defaultFragmentAlphaWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, meshBlendTagFragmentOutputWGSL, oitFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}