@rings-webgpu/core 1.0.9 → 1.0.11

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@@ -5811,202 +5811,219 @@ var<uniform> materialUniform: MaterialUniform;
5811
5811
  }
5812
5812
  `;
5813
5813
 
5814
- let ShadowMapping_frag = `
5815
- @group(1) @binding(auto) var shadowMapSampler: sampler;
5814
+ let ShadowMapping_frag = (
5815
+ /*wgsl*/
5816
+ `
5817
+ @group(1) @binding(auto) var shadowMapSampler: sampler_comparison;
5816
5818
  @group(1) @binding(auto) var shadowMap: texture_depth_2d_array;
5817
- @group(1) @binding(auto) var pointShadowMapSampler: sampler;
5819
+ @group(1) @binding(auto) var pointShadowMapSampler: sampler_comparison;
5818
5820
  @group(1) @binding(auto) var pointShadowMap: texture_depth_cube_array;
5819
5821
 
5820
5822
  var<private> directShadowVisibility: array<f32, 8>;
5821
5823
  var<private> pointShadows: array<f32, 8>;
5822
- var<private> shadowWeight: f32 = 1.0;
5824
+ var<private> shadowWeight: f32 = 1.0 ;
5823
5825
 
5824
5826
  fn useShadow(){
5825
- directShadowVisibility = array<f32, 8>(1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0);
5827
+ directShadowVisibility = array<f32, 8>( 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0) ;
5826
5828
  pointShadows = array<f32, 8>(1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0) ;
5827
5829
  directShadowMaping(globalUniform.shadowBias);
5828
5830
  pointShadowMapCompare(globalUniform.pointShadowBias);
5829
5831
  }
5830
5832
 
5831
5833
  fn calcBasicBias(shadowWorldSize:f32, shadowDepthTexSize:f32, near:f32, far:f32) -> f32{
5832
- var bias = shadowWorldSize / shadowDepthTexSize;
5833
- bias = bias / (far - near);
5834
- return bias * 2.0;
5834
+ var bias = shadowWorldSize / shadowDepthTexSize;
5835
+ bias = bias / (far - near);
5836
+ return bias * 2.0;
5835
5837
  }
5836
5838
 
5837
- const dirCount:i32 = 8;
5838
- const pointCount:i32 = 8;
5839
- const csmCount:i32 = ${CSM.Cascades};
5839
+ const dirCount:i32 = 8 ;
5840
+ const pointCount:i32 = 8 ;
5841
+ const csmCount:i32 = ${CSM.Cascades} ;
5840
5842
  var<private> csmLevel:i32 = -1;
5843
+ fn directShadowMaping(shadowBias: f32) {
5841
5844
 
5842
- fn directShadowMaping(shadowBias: f32) {
5843
5845
  let enableCSM:bool = globalUniform.enableCSM > 0.5;
5844
- for(var i:i32 = 0; i < dirCount; i = i+1){
5845
- if(i >= globalUniform.nDirShadowStart && i < globalUniform.nDirShadowEnd){
5846
- let ldx = globalUniform.shadowLights[u32(i) / 4u][u32(i) % 4u];
5847
- let light = lightBuffer[u32(ldx)] ;
5848
- var shadowIndex = i32(light.castShadow);
5849
- var visibility = 1.0;
5850
- var shadowMatrix:mat4x4<f32>;
5851
- #if USE_CSM
5852
- if(enableCSM && shadowIndex == 0){
5853
- var totalWeight = 0.0;
5854
- visibility = 0.0;
5855
- var validCount = 0;
5856
- for(var csm:i32 = 0; csm < csmCount; csm ++){
5857
- var csmShadowBias = globalUniform.csmShadowBias[csm] * shadowBias;
5858
- shadowMatrix = globalUniform.csmMatrix[csm];
5859
- let csmShadowResult = directShadowMapingIndex(light, shadowMatrix, csm, csmShadowBias);
5860
- if(csmShadowResult.y < 0.5){
5861
- validCount ++;
5862
- var uv = 2.0 * csmShadowResult.zw - vec2<f32>(1.0);
5863
- uv = saturate(vec2<f32>(1.0) - abs(uv));
5864
- uv /= clamp(globalUniform.csmMargin, 0.01, 0.5);
5865
- var weight:f32 = min(uv.x, 1.0);
5866
- weight = min(weight, uv.y);
5867
-
5868
- if(validCount == 1 && csm == csmCount - 1){
5869
- visibility = 1.0 - weight + csmShadowResult.x * weight;
5870
- totalWeight = 1.0;
5871
- }else{
5872
- weight *= 1.0 - totalWeight;
5873
- visibility += csmShadowResult.x * weight;
5874
- totalWeight += weight;
5875
- };
5876
-
5877
- if(validCount >= 2 || totalWeight >= 0.99){
5878
- csmLevel = csm;
5879
- break;
5880
- };
5881
- }
5882
- }
5883
-
5884
- totalWeight += 0.0001;
5885
- if(validCount == 0){
5886
- visibility = 1.0;
5887
- }else{
5888
- visibility = visibility / totalWeight ;
5889
- };
5890
- } else {
5891
- shadowMatrix = globalUniform.shadowMatrix[shadowIndex];
5892
- if(enableCSM) {
5893
- shadowIndex += csmCount - 1;
5894
- }
5895
- visibility = directShadowMapingIndex(light, shadowMatrix, shadowIndex, shadowBias).x;
5846
+ for (var i: i32 = 0; i < dirCount ; i = i + 1) {
5847
+ if( i >= globalUniform.nDirShadowStart && i < globalUniform.nDirShadowEnd ){
5848
+ let ldx = globalUniform.shadowLights[u32(i) / 4u][u32(i) % 4u];
5849
+ let light = lightBuffer[u32(ldx)] ;
5850
+ var shadowIndex = i32(light.castShadow);
5851
+ var visibility = 1.0;
5852
+ var shadowMatrix:mat4x4<f32>;
5853
+ #if USE_CSM
5854
+ if(enableCSM && shadowIndex == 0){
5855
+ var totalWeight = 0.0;
5856
+ visibility = 0.0;
5857
+ var validCount = 0;
5858
+ for(var csm:i32 = 0; csm < csmCount; csm ++){
5859
+ var csmShadowBias = globalUniform.csmShadowBias[csm] * shadowBias;
5860
+ shadowMatrix = globalUniform.csmMatrix[csm];
5861
+ let csmShadowResult = directShadowMapingIndex(light, shadowMatrix, csm, csmShadowBias);
5862
+ if(csmShadowResult.y < 0.5){
5863
+ validCount ++;
5864
+
5865
+ var uv = 2.0 * csmShadowResult.zw - vec2<f32>(1.0);
5866
+ uv = saturate(vec2<f32>(1.0) - abs(uv));
5867
+ uv /= clamp(globalUniform.csmMargin, 0.01, 0.5);
5868
+ var weight:f32 = min(uv.x, 1.0);
5869
+ weight = min(weight, uv.y);
5870
+
5871
+ if(validCount == 1 && csm == csmCount - 1){
5872
+ visibility = 1.0 - weight + csmShadowResult.x * weight;
5873
+ totalWeight = 1.0;
5874
+ }else{
5875
+ weight *= 1.0 - totalWeight;
5876
+ visibility += csmShadowResult.x * weight;
5877
+ totalWeight += weight;
5896
5878
  }
5897
- #else
5898
- shadowMatrix = globalUniform.shadowMatrix[shadowIndex];
5899
- visibility = directShadowMapingIndex(light, shadowMatrix, shadowIndex, shadowBias).x;
5900
- #endif
5901
- directShadowVisibility[i] = visibility;
5902
- }
5879
+ // if(weight < 1.0){
5880
+ // visibility += 0.1;
5881
+ // }
5882
+ if(validCount >= 2 || totalWeight >= 0.99){
5883
+ csmLevel = csm;
5884
+ break;
5885
+ }
5886
+ }
5887
+ }
5888
+ totalWeight += 0.0001;
5889
+ if(validCount == 0){
5890
+ visibility = 1.0;
5891
+ }else{
5892
+ visibility = visibility / totalWeight ;
5893
+ }
5894
+ }else{
5895
+ shadowMatrix = globalUniform.shadowMatrix[shadowIndex];
5896
+ if(enableCSM) {
5897
+ shadowIndex += csmCount - 1;
5898
+ }
5899
+ visibility = directShadowMapingIndex(light, shadowMatrix, shadowIndex, shadowBias).x;
5900
+ }
5901
+ #else
5902
+ shadowMatrix = globalUniform.shadowMatrix[shadowIndex];
5903
+ visibility = directShadowMapingIndex(light, shadowMatrix, shadowIndex, shadowBias).x;
5904
+ #endif
5905
+ directShadowVisibility[i] = visibility;
5906
+ }
5903
5907
  }
5908
+
5904
5909
  }
5905
5910
 
5906
- fn directShadowMapingIndex(light:LightData, matrix:mat4x4<f32>, depthTexIndex:i32, shadowBias:f32) -> vec4<f32> {
5907
- var visibility = 1.0;
5908
- var isOutSideArea:f32 = 1.0;
5909
- var varying_shadowUV:vec2<f32> = vec2<f32>(0.0);
5910
- #if USE_SHADOWMAPING
5911
- var shadowPosTmp = matrix * vec4<f32>(ORI_VertexVarying.vWorldPos.xyz, 1.0);
5912
- var shadowPos = shadowPosTmp.xyz / shadowPosTmp.w;
5913
- varying_shadowUV = shadowPos.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
5914
- if (varying_shadowUV.x <= 1.0
5915
- && varying_shadowUV.x >= 0.0
5916
- && varying_shadowUV.y <= 1.0
5917
- && varying_shadowUV.y >= 0.0
5918
- && shadowPosTmp.z <= 1.0
5919
- && shadowPosTmp.z >= 0.0){
5920
- visibility = 0.0;
5921
- isOutSideArea = 0.0;
5922
- var uvOnePixel = 1.0 / vec2<f32>(globalUniform.shadowMapSize) ;
5923
- var totalWeight = 0.0;
5924
- var bias = -0.005 * max(dot(fragData.N, -light.direction) , 0.0 );
5925
- bias = clamp(bias, 0, 0.01) + -shadowBias;
5926
- let bound = 1;
5927
- for (var y = -bound; y <= bound; y++) {
5928
- for(var x = -bound; x <= bound; x++) {
5929
- var offset = vec2<f32>(f32(x), f32(y)) ;
5930
- var offsetUV = offset * uvOnePixel ;
5931
- var weight = min(length(offset),1.0) ;
5932
- var depth = textureSampleLevel(shadowMap, shadowMapSampler, varying_shadowUV + offsetUV , depthTexIndex, 0);
5933
- if ((shadowPos.z - bias ) < depth) {
5934
- visibility += weight ;
5935
- totalWeight += weight;
5936
- }else{
5937
- totalWeight += 1.0;
5938
- };
5939
- }
5911
+ fn directShadowMapingIndex(light:LightData, matrix:mat4x4<f32>, depthTexIndex:i32, shadowBias:f32) -> vec4<f32>
5912
+ {
5913
+ var visibility = 1.0;
5914
+ var isOutSideArea:f32 = 1.0;
5915
+ var varying_shadowUV:vec2<f32> = vec2<f32>(0.0);
5916
+ #if USE_SHADOWMAPING
5917
+ var shadowPosTmp = matrix * vec4<f32>(ORI_VertexVarying.vWorldPos.xyz, 1.0);
5918
+ var shadowPos = shadowPosTmp.xyz / shadowPosTmp.w;
5919
+ varying_shadowUV = shadowPos.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
5920
+ if (varying_shadowUV.x <= 1.0
5921
+ && varying_shadowUV.x >= 0.0
5922
+ && varying_shadowUV.y <= 1.0
5923
+ && varying_shadowUV.y >= 0.0
5924
+ && shadowPosTmp.z <= 1.0
5925
+ && shadowPosTmp.z >= 0.0)
5926
+ {
5927
+ visibility = 0.0;
5928
+ isOutSideArea = 0.0;
5929
+ var uvOnePixel = 1.0 / vec2<f32>(globalUniform.shadowMapSize) ;
5930
+ var totalWeight = 0.0;
5931
+ // var NoL = (dot(normalize(ORI_VertexVarying.vWorldNormal), normalize(-light.direction)));
5932
+ // let v = max(NoL, 0.0) ;
5933
+ // var bias = max(0.05 * (dot(normalize(fragData.N), normalize(-light.direction)) ), -shadowBias);
5934
+ var bias = -0.005 * max(dot(fragData.N, -light.direction) , 0.0 );
5935
+ bias = clamp(bias, 0, 0.01) + -shadowBias;
5936
+
5937
+ // var bias = shadowBias / v;
5938
+ let bound = 1 ;
5939
+ for (var y = -bound; y <= bound; y++) {
5940
+ for (var x = -bound; x <= bound; x++) {
5941
+ var offset = vec2<f32>(f32(x), f32(y)) ;
5942
+ var offsetUV = offset * uvOnePixel ;
5943
+ var weight = min(length(offset),1.0) ;
5944
+ var depth = textureSampleCompareLevel(shadowMap, shadowMapSampler, varying_shadowUV + offsetUV , depthTexIndex, shadowPos.z - bias);
5945
+ if (depth < 0.5) {
5946
+ totalWeight += 1.0;
5947
+ }else{
5948
+ visibility += weight;
5949
+ totalWeight += weight;
5940
5950
  }
5941
- visibility /= totalWeight;
5942
5951
  }
5943
- #endif
5944
- return vec4<f32>(visibility, isOutSideArea, varying_shadowUV);
5945
- }
5946
-
5947
- fn pointShadowMapCompare(shadowBias: f32) {
5948
- let worldPos = ORI_VertexVarying.vWorldPos.xyz;
5949
- let offset = 0.1;
5950
- for(var i: i32 = 0; i < pointCount ; i = i + 1){
5951
- if( i >= globalUniform.nPointShadowStart && i < globalUniform.nPointShadowEnd ){
5952
- let ldx = globalUniform.shadowLights[u32(i) / 4u][u32(i) % 4u];
5953
- let light = lightBuffer[u32(ldx)];
5954
-
5955
- #if USE_SHADOWMAPING
5956
- let lightPos = light.position.xyz;
5957
- var shadow = 0.0;
5958
- let frgToLight = worldPos - lightPos.xyz;
5959
- var dir: vec3<f32> = normalize(frgToLight);
5960
- var len = length(frgToLight);
5961
- var bias = max(shadowBias * globalUniform.far * (1.0 - dot(ORI_ShadingInput.Normal, dir)), 0.005);
5962
-
5963
- #if USE_PCF_SHADOW
5964
- let samples = 4.0;
5965
- let sampleOffset = offset / (samples * 0.5);
5966
- for (var x: f32 = -offset; x < offset; x += sampleOffset) {
5967
- for (var y: f32 = -offset; y < offset; y += sampleOffset) {
5968
- for (var z: f32 = -offset; z < offset; z += sampleOffset) {
5969
- let offsetDir = normalize(dir.xyz + vec3<f32>(x, y, z));
5970
- var depth = textureSampleLevel(pointShadowMap, pointShadowMapSampler, offsetDir, light.castShadow, 0);
5971
- depth *= globalUniform.far;
5972
- if ((len - bias) > depth) {
5973
- shadow += 1.0 * dot(offsetDir, dir.xyz);
5974
- }
5975
- }
5976
- }
5977
- }
5978
- shadow = min(max(shadow / (samples * samples * samples), 0.0), 1.0);
5979
- #endif
5952
+ }
5953
+ visibility /= totalWeight;
5954
+ }
5955
+ #endif
5956
+ return vec4<f32>(visibility, isOutSideArea, varying_shadowUV);
5957
+ }
5958
+
5959
+ fn pointShadowMapCompare(shadowBias: f32){
5960
+ let worldPos = ORI_VertexVarying.vWorldPos.xyz;
5961
+ let offset = 0.1;
5980
5962
 
5981
- #if USE_SOFT_SHADOW
5982
- let vDis = length(globalUniform.CameraPos.xyz - worldPos.xyz);
5983
- let sampleRadies = globalUniform.shadowSoft;
5984
- let samples = 20;
5985
- for (var j:i32 = 0; j < samples; j += 1) {
5986
- let offsetDir = normalize(dir.xyz + sampleOffsetDir[j] * sampleRadies);
5987
- var depth = textureSampleLevel(pointShadowMap, pointShadowMapSampler, offsetDir, light.castShadow, 0);
5988
- depth *= globalUniform.far;
5989
- if ((len - bias) > depth) {
5990
- shadow += 1.0 * dot(offsetDir, dir.xyz);
5963
+ for (var i: i32 = 0; i < pointCount ; i = i + 1) {
5964
+ if( i >= globalUniform.nPointShadowStart && i < globalUniform.nPointShadowEnd ){
5965
+ let ldx = globalUniform.shadowLights[u32(i) / 4u][u32(i) % 4u];
5966
+ let light = lightBuffer[u32(ldx)] ;
5967
+
5968
+ #if USE_SHADOWMAPING
5969
+ let lightPos = light.position.xyz;
5970
+ var shadow = 0.0;
5971
+ let frgToLight = worldPos - lightPos.xyz;
5972
+ var dir: vec3<f32> = normalize(frgToLight);
5973
+ var len = length(frgToLight);
5974
+ var bias = max(shadowBias * globalUniform.far * (1.0 - dot(ORI_ShadingInput.Normal, dir)), 0.005);
5975
+
5976
+ #if USE_PCF_SHADOW
5977
+ let samples = 4.0;
5978
+ let sampleOffset = offset / (samples * 0.5);
5979
+ for (var x: f32 = -offset; x < offset; x += sampleOffset) {
5980
+ for (var y: f32 = -offset; y < offset; y += sampleOffset) {
5981
+ for (var z: f32 = -offset; z < offset; z += sampleOffset) {
5982
+ let compareZ = (len - bias) / globalUniform.far;
5983
+ var depth = textureSampleCompareLevel(pointShadowMap, pointShadowMapSampler, dir.xyz, light.castShadow, compareZ);
5984
+ if (depth < 0.5) {
5985
+ shadow = 1.0;
5991
5986
  }
5987
+ for (var j = 0; j < pointCount ; j+=1 ){
5988
+ if(i32(light.castShadow) == j){
5989
+ pointShadows[j] = 1.0 - shadow;
5990
+ }
5991
+ }
5992
+ }
5992
5993
  }
5993
- shadow = min(max(shadow / f32(samples), 0.0), 1.0);
5994
+ }
5995
+ shadow = min(max(shadow / (samples * samples * samples), 0.0), 1.0);
5994
5996
  #endif
5995
-
5996
- #if USE_HARD_SHADOW
5997
- var depth = textureSampleLevel(pointShadowMap, pointShadowMapSampler, dir.xyz, light.castShadow, 0);
5997
+
5998
+ #if USE_SOFT_SHADOW
5999
+ let vDis = length(globalUniform.CameraPos.xyz - worldPos.xyz);
6000
+ let sampleRadies = globalUniform.shadowSoft;
6001
+ let samples = 20;
6002
+ for (var j: i32 = 0; j < samples; j += 1) {
6003
+ let offsetDir = normalize(dir.xyz + sampleOffsetDir[j] * sampleRadies);
6004
+ var depth = textureSampleCompareLevel(pointShadowMap, pointShadowMapSampler, offsetDir, light.castShadow, 0);
5998
6005
  depth *= globalUniform.far;
5999
6006
  if ((len - bias) > depth) {
6000
- shadow = 1.0;
6007
+ shadow += 1.0 * dot(offsetDir, dir.xyz);
6001
6008
  }
6002
- #endif
6003
- for (var j=0; j < pointCount; j+=1) {
6004
- if(i32(light.castShadow) == j){
6005
- pointShadows[j] = 1.0 - shadow;
6006
- }
6007
- }
6008
- #endif
6009
- }
6009
+ }
6010
+ shadow = min(max(shadow / f32(samples), 0.0), 1.0);
6011
+ #endif
6012
+
6013
+ #if USE_HARD_SHADOW
6014
+ var depth = textureSampleCompareLevel(pointShadowMap, pointShadowMapSampler, dir.xyz, light.castShadow, 0);
6015
+ depth *= globalUniform.far;
6016
+ if ((len - bias) > depth) {
6017
+ shadow = 1.0;
6018
+ }
6019
+ #endif
6020
+ for (var j = 0; j < pointCount ; j+=1 ) {
6021
+ if(i32(light.castShadow) == j){
6022
+ pointShadows[j] = 1.0 - shadow ;
6023
+ }
6024
+ }
6025
+ #endif
6026
+ }
6010
6027
  }
6011
6028
  }
6012
6029
 
@@ -6019,7 +6036,8 @@ var<uniform> materialUniform: MaterialUniform;
6019
6036
  vec3<f32>(0.0, 1.0, 1.0), vec3<f32>(0.0, -1.0, 1.0), vec3<f32>(0.0, -1.0, -1.0), vec3<f32>(0.0, 1.0, -1.0),
6020
6037
  );
6021
6038
  #endif
6022
- `;
6039
+ `
6040
+ );
6023
6041
 
6024
6042
  let Irradiance_frag = `
6025
6043
  #include "IrradianceVolumeData_frag"
@@ -7174,19 +7192,10 @@ var<uniform> materialUniform: MaterialUniform;
7174
7192
  @group(1) @binding(auto)
7175
7193
  var normalMap: texture_2d<f32>;
7176
7194
 
7177
- // #if USE_ARMC
7178
- // @group(1) @binding(auto)
7179
- // var maskMapSampler: sampler;
7180
- // @group(1) @binding(auto)
7181
- // var maskMap: texture_2d<f32>;
7182
- // #endif
7183
-
7184
- // #if USE_MR
7185
7195
  @group(1) @binding(auto)
7186
7196
  var maskMapSampler: sampler;
7187
7197
  @group(1) @binding(auto)
7188
7198
  var maskMap: texture_2d<f32>;
7189
- // #endif
7190
7199
 
7191
7200
  #if USE_AOTEX
7192
7201
  @group(1) @binding(auto)
@@ -7214,7 +7223,6 @@ var<uniform> materialUniform: MaterialUniform;
7214
7223
 
7215
7224
  #if USE_SRGB_ALBEDO
7216
7225
  ORI_ShadingInput.BaseColor = textureSample(baseMap, baseMapSampler, uv ) ;
7217
- // ORI_ShadingInput.BaseColor = sRGBToLinear(ORI_ShadingInput.BaseColor.rgb) ;
7218
7226
  ORI_ShadingInput.BaseColor = vec4<f32>( ORI_ShadingInput.BaseColor * materialUniform.baseColor.rgb, ORI_ShadingInput.BaseColor.w * materialUniform.baseColor.a) ;
7219
7227
  #else
7220
7228
  ORI_ShadingInput.BaseColor = textureSample(baseMap, baseMapSampler, uv ) ;
@@ -7319,7 +7327,6 @@ var<uniform> materialUniform: MaterialUniform;
7319
7327
 
7320
7328
  BxDFShading();
7321
7329
 
7322
- // ORI_FragmentOutput.color = vec4<f32>(vec3<f32>(normal.rgb),1.0) ;
7323
7330
  }
7324
7331
  `
7325
7332
  );
@@ -39958,7 +39965,7 @@ fn CsMain( @builtin(workgroup_id) workgroup_id : vec3<u32> , @builtin(global_inv
39958
39965
  this.marker = new exports.Object3D();
39959
39966
  const markerRenderer = this.marker.addComponent(exports.MeshRenderer);
39960
39967
  markerRenderer.geometry = new SphereGeometry(0.1, 32, 16);
39961
- markerRenderer.material = new LitMaterial();
39968
+ markerRenderer.material = new UnLitMaterial();
39962
39969
  markerRenderer.material.baseColor = this.positionValid ? new Color(0, 1, 0, 1) : new Color(1, 0, 0, 1);
39963
39970
  this.addChild(this.marker);
39964
39971
  this.marker.name = "WayPoint3DMarker";
@@ -40545,7 +40552,7 @@ fn CsMain( @builtin(workgroup_id) workgroup_id : vec3<u32> , @builtin(global_inv
40545
40552
  }
40546
40553
  }
40547
40554
 
40548
- const version = "1.0.9";
40555
+ const version = "1.0.11";
40549
40556
 
40550
40557
  class Engine3D {
40551
40558
  /**
@@ -1 +1,4 @@
1
+ /**
2
+ * @internal
3
+ */
1
4
  export declare let ShadowMapping_frag: string;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@rings-webgpu/core",
3
- "version": "1.0.9",
3
+ "version": "1.0.11",
4
4
  "description": "Rings webgpu Engine",
5
5
  "main": "index.js",
6
6
  "exports": {