@spiffcommerce/preview 3.6.2-rc.3 → 3.6.2-rc.5

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 (489) hide show
  1. package/dist/lib/assetCache.esm.js +21 -0
  2. package/dist/lib/configuration.esm.js +98 -0
  3. package/dist/lib/core.esm.js +417 -0
  4. package/dist/lib/dynamicTexture.esm.js +51 -0
  5. package/dist/lib/glbLoaderExtensions.esm.js +137 -0
  6. package/dist/lib/glowLayerManager.esm.js +19 -0
  7. package/dist/lib/guid.esm.js +7 -0
  8. package/dist/lib/material.esm.js +50 -0
  9. package/dist/lib/modelContainer.esm.js +351 -0
  10. package/dist/lib/productAnimations.esm.js +123 -0
  11. package/dist/lib/productCamera.esm.js +113 -0
  12. package/dist/lib/renderConstants.esm.js +103 -0
  13. package/dist/lib/renderingPipeline.esm.js +99 -0
  14. package/dist/lib/types.esm.js +5 -0
  15. package/dist/lib/variants.esm.js +112 -0
  16. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +41 -0
  17. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +122 -0
  18. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +59 -0
  19. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +335 -0
  20. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +193 -0
  21. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +354 -0
  22. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +478 -0
  23. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +866 -0
  24. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +18 -0
  25. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +470 -0
  26. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +7 -0
  27. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +21 -0
  28. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +93 -0
  29. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +281 -0
  30. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +568 -0
  31. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +117 -0
  32. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +145 -0
  33. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +93 -0
  34. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +295 -0
  35. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +701 -0
  36. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +478 -0
  37. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +433 -0
  38. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +18 -0
  39. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +67 -0
  40. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +191 -0
  41. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +93 -0
  42. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +119 -0
  43. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +119 -0
  44. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +108 -0
  45. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +114 -0
  46. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +249 -0
  47. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +103 -0
  48. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +589 -0
  49. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +37 -0
  50. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +686 -0
  51. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +147 -0
  52. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +236 -0
  53. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +66 -0
  54. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +214 -0
  55. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +8 -0
  56. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +9 -0
  57. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +59 -0
  58. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +6 -0
  59. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +174 -0
  60. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +159 -0
  61. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +114 -0
  62. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +37 -0
  63. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +23 -0
  64. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +106 -0
  65. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +118 -0
  66. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +46 -0
  67. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +50 -0
  68. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +354 -0
  69. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +101 -0
  70. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +103 -0
  71. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +11 -0
  72. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +14 -0
  73. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +111 -0
  74. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +109 -0
  75. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +76 -0
  76. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +69 -0
  77. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +15 -0
  78. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +29 -0
  79. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +85 -0
  80. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +9 -0
  81. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +36 -0
  82. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +13 -0
  83. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +9 -0
  84. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +88 -0
  85. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +14 -0
  86. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +44 -0
  87. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +31 -0
  88. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +9 -0
  89. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +230 -0
  90. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +30 -0
  91. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +34 -0
  92. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +388 -0
  93. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +87 -0
  94. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +16 -0
  95. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +254 -0
  96. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +1120 -0
  97. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +23 -0
  98. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +697 -0
  99. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +22 -0
  100. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +273 -0
  101. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +36 -0
  102. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +2921 -0
  103. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +13 -0
  104. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +41 -0
  105. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +63 -0
  106. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +8 -0
  107. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +418 -0
  108. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +437 -0
  109. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +141 -0
  110. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +343 -0
  111. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +396 -0
  112. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +224 -0
  113. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +92 -0
  114. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +476 -0
  115. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +30 -0
  116. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +153 -0
  117. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +196 -0
  118. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +287 -0
  119. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +551 -0
  120. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +48 -0
  121. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +112 -0
  122. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +48 -0
  123. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +568 -0
  124. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +139 -0
  125. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +97 -0
  126. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +496 -0
  127. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +106 -0
  128. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +270 -0
  129. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +103 -0
  130. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +53 -0
  131. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +51 -0
  132. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +81 -0
  133. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +542 -0
  134. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +23 -0
  135. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +244 -0
  136. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +134 -0
  137. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +89 -0
  138. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +175 -0
  139. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +150 -0
  140. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +17 -0
  141. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +138 -0
  142. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +223 -0
  143. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +58 -0
  144. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +156 -0
  145. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +53 -0
  146. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +605 -0
  147. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +421 -0
  148. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +101 -0
  149. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +170 -0
  150. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +28 -0
  151. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +397 -0
  152. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +22 -0
  153. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +890 -0
  154. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +73 -0
  155. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +132 -0
  156. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +428 -0
  157. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +90 -0
  158. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +906 -0
  159. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +161 -0
  160. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +226 -0
  161. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +501 -0
  162. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +226 -0
  163. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +7 -0
  164. package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +212 -0
  165. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +145 -0
  166. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +164 -0
  167. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +38 -0
  168. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +48 -0
  169. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +7 -0
  170. package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +838 -0
  171. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +934 -0
  172. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +541 -0
  173. package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +19 -0
  174. package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +903 -0
  175. package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +6 -0
  176. package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +91 -0
  177. package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +43 -0
  178. package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +9 -0
  179. package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +145 -0
  180. package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +284 -0
  181. package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +124 -0
  182. package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +4915 -0
  183. package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +41 -0
  184. package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +177 -0
  185. package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +260 -0
  186. package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +233 -0
  187. package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +47 -0
  188. package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +12 -0
  189. package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +1448 -0
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  196. package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +129 -0
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  198. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +111 -0
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  218. package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +6 -0
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  450. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoader.esm.js +902 -0
  451. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.esm.js +42 -0
  452. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.esm.js +195 -0
  453. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.esm.js +75 -0
  454. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_image_based.esm.js +77 -0
  455. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.esm.js +53 -0
  456. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_meshopt_compression.esm.js +31 -0
  457. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +29 -0
  458. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/ExtrasAsMetadata.esm.js +47 -0
  459. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.data.esm.js +173 -0
  460. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.esm.js +82 -0
  461. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression.esm.js +68 -0
  462. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_lights_punctual.esm.js +60 -0
  463. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_anisotropy.esm.js +39 -0
  464. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_clearcoat.esm.js +42 -0
  465. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_emissive_strength.esm.js +32 -0
  466. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_ior.esm.js +35 -0
  467. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_iridescence.esm.js +41 -0
  468. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.esm.js +41 -0
  469. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_sheen.esm.js +41 -0
  470. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_specular.esm.js +41 -0
  471. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_translucency.esm.js +41 -0
  472. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_transmission.esm.js +136 -0
  473. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_unlit.esm.js +37 -0
  474. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_variants.esm.js +178 -0
  475. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +40 -0
  476. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_mesh_quantization.esm.js +17 -0
  477. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_basisu.esm.js +29 -0
  478. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_transform.esm.js +29 -0
  479. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +31 -0
  480. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_audio_emitter.esm.js +149 -0
  481. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_lod.esm.js +170 -0
  482. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +29 -0
  483. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +29 -0
  484. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoader.esm.js +1562 -0
  485. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoaderAnimation.esm.js +66 -0
  486. package/dist/node_modules/@babylonjs/loaders/glTF/glTFFileLoader.esm.js +462 -0
  487. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +81 -0
  488. package/package.json +6 -4
  489. /package/dist/{src/index.esm.js → index.esm.js} +0 -0
@@ -0,0 +1,614 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const o = "shadowsFragmentFunctions", a = `#ifdef SHADOWS
3
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
4
+ #define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
5
+ #else
6
+ #define TEXTUREFUNC(s,c,b) texture2D(s,c,b)
7
+ #endif
8
+ #ifndef SHADOWFLOAT
9
+ float unpack(vec4 color)
10
+ {
11
+ const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);
12
+ return dot(color,bit_shift);
13
+ }
14
+ #endif
15
+ float computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)
16
+ {
17
+ float mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));
18
+ return mix(value,1.0,mask);
19
+ }
20
+ #define inline
21
+ float computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)
22
+ {
23
+ vec3 directionToLight=vPositionW-lightPosition;
24
+ float depth=length(directionToLight);
25
+ depth=(depth+depthValues.x)/(depthValues.y);
26
+ depth=clamp(depth,0.,1.0);
27
+ directionToLight=normalize(directionToLight);
28
+ directionToLight.y=-directionToLight.y;
29
+ #ifndef SHADOWFLOAT
30
+ float shadow=unpack(textureCube(shadowSampler,directionToLight));
31
+ #else
32
+ float shadow=textureCube(shadowSampler,directionToLight).x;
33
+ #endif
34
+ return depth>shadow ? darkness : 1.0;
35
+ }
36
+ #define inline
37
+ float computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)
38
+ {
39
+ vec3 directionToLight=vPositionW-lightPosition;
40
+ float depth=length(directionToLight);
41
+ depth=(depth+depthValues.x)/(depthValues.y);
42
+ depth=clamp(depth,0.,1.0);
43
+ directionToLight=normalize(directionToLight);
44
+ directionToLight.y=-directionToLight.y;
45
+ float visibility=1.;
46
+ vec3 poissonDisk[4];
47
+ poissonDisk[0]=vec3(-1.0,1.0,-1.0);
48
+ poissonDisk[1]=vec3(1.0,-1.0,-1.0);
49
+ poissonDisk[2]=vec3(-1.0,-1.0,-1.0);
50
+ poissonDisk[3]=vec3(1.0,-1.0,1.0);
51
+ #ifndef SHADOWFLOAT
52
+ if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;
53
+ if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;
54
+ if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;
55
+ if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;
56
+ #else
57
+ if (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;
58
+ if (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;
59
+ if (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;
60
+ if (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;
61
+ #endif
62
+ return min(1.0,visibility+darkness);
63
+ }
64
+ #define inline
65
+ float computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)
66
+ {
67
+ vec3 directionToLight=vPositionW-lightPosition;
68
+ float depth=length(directionToLight);
69
+ depth=(depth+depthValues.x)/(depthValues.y);
70
+ float shadowPixelDepth=clamp(depth,0.,1.0);
71
+ directionToLight=normalize(directionToLight);
72
+ directionToLight.y=-directionToLight.y;
73
+ #ifndef SHADOWFLOAT
74
+ float shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));
75
+ #else
76
+ float shadowMapSample=textureCube(shadowSampler,directionToLight).x;
77
+ #endif
78
+ float esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);
79
+ return esm;
80
+ }
81
+ #define inline
82
+ float computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)
83
+ {
84
+ vec3 directionToLight=vPositionW-lightPosition;
85
+ float depth=length(directionToLight);
86
+ depth=(depth+depthValues.x)/(depthValues.y);
87
+ float shadowPixelDepth=clamp(depth,0.,1.0);
88
+ directionToLight=normalize(directionToLight);
89
+ directionToLight.y=-directionToLight.y;
90
+ #ifndef SHADOWFLOAT
91
+ float shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));
92
+ #else
93
+ float shadowMapSample=textureCube(shadowSampler,directionToLight).x;
94
+ #endif
95
+ float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);
96
+ return esm;
97
+ }
98
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
99
+ #define inline
100
+ float computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)
101
+ {
102
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
103
+ vec2 uv=0.5*clipSpace.xy+vec2(0.5);
104
+ vec3 uvLayer=vec3(uv.x,uv.y,layer);
105
+ float shadowPixelDepth=clamp(depthMetric,0.,1.0);
106
+ #ifndef SHADOWFLOAT
107
+ float shadow=unpack(texture2D(shadowSampler,uvLayer));
108
+ #else
109
+ float shadow=texture2D(shadowSampler,uvLayer).x;
110
+ #endif
111
+ return shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;
112
+ }
113
+ #endif
114
+ #define inline
115
+ float computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)
116
+ {
117
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
118
+ vec2 uv=0.5*clipSpace.xy+vec2(0.5);
119
+ if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
120
+ {
121
+ return 1.0;
122
+ }
123
+ else
124
+ {
125
+ float shadowPixelDepth=clamp(depthMetric,0.,1.0);
126
+ #ifndef SHADOWFLOAT
127
+ float shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));
128
+ #else
129
+ float shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;
130
+ #endif
131
+ return shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;
132
+ }
133
+ }
134
+ #define inline
135
+ float computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)
136
+ {
137
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
138
+ vec2 uv=0.5*clipSpace.xy+vec2(0.5);
139
+ if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
140
+ {
141
+ return 1.0;
142
+ }
143
+ else
144
+ {
145
+ float shadowPixelDepth=clamp(depthMetric,0.,1.0);
146
+ float visibility=1.;
147
+ vec2 poissonDisk[4];
148
+ poissonDisk[0]=vec2(-0.94201624,-0.39906216);
149
+ poissonDisk[1]=vec2(0.94558609,-0.76890725);
150
+ poissonDisk[2]=vec2(-0.094184101,-0.92938870);
151
+ poissonDisk[3]=vec2(0.34495938,0.29387760);
152
+ #ifndef SHADOWFLOAT
153
+ if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;
154
+ if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;
155
+ if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;
156
+ if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;
157
+ #else
158
+ if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;
159
+ if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;
160
+ if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;
161
+ if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;
162
+ #endif
163
+ return computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);
164
+ }
165
+ }
166
+ #define inline
167
+ float computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)
168
+ {
169
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
170
+ vec2 uv=0.5*clipSpace.xy+vec2(0.5);
171
+ if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
172
+ {
173
+ return 1.0;
174
+ }
175
+ else
176
+ {
177
+ float shadowPixelDepth=clamp(depthMetric,0.,1.0);
178
+ #ifndef SHADOWFLOAT
179
+ float shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));
180
+ #else
181
+ float shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;
182
+ #endif
183
+ float esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);
184
+ return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);
185
+ }
186
+ }
187
+ #define inline
188
+ float computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)
189
+ {
190
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
191
+ vec2 uv=0.5*clipSpace.xy+vec2(0.5);
192
+ if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
193
+ {
194
+ return 1.0;
195
+ }
196
+ else
197
+ {
198
+ float shadowPixelDepth=clamp(depthMetric,0.,1.0);
199
+ #ifndef SHADOWFLOAT
200
+ float shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));
201
+ #else
202
+ float shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;
203
+ #endif
204
+ float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);
205
+ return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);
206
+ }
207
+ }
208
+ #ifdef IS_NDC_HALF_ZRANGE
209
+ #define ZINCLIP clipSpace.z
210
+ #else
211
+ #define ZINCLIP uvDepth.z
212
+ #endif
213
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
214
+ #define GREATEST_LESS_THAN_ONE 0.99999994
215
+ #define inline
216
+ float computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)
217
+ {
218
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
219
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
220
+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
221
+ vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);
222
+ float shadow=texture2D(shadowSampler,uvDepthLayer);
223
+ shadow=mix(darkness,1.,shadow);
224
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
225
+ }
226
+ #define inline
227
+ float computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)
228
+ {
229
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
230
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
231
+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
232
+ vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
233
+ uv+=0.5;
234
+ vec2 st=fract(uv);
235
+ vec2 base_uv=floor(uv)-0.5;
236
+ base_uv*=shadowMapSizeAndInverse.y;
237
+ vec2 uvw0=3.-2.*st;
238
+ vec2 uvw1=1.+2.*st;
239
+ vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;
240
+ vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;
241
+ float shadow=0.;
242
+ shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));
243
+ shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));
244
+ shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));
245
+ shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));
246
+ shadow=shadow/16.;
247
+ shadow=mix(darkness,1.,shadow);
248
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
249
+ }
250
+ #define inline
251
+ float computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)
252
+ {
253
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
254
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
255
+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
256
+ vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
257
+ uv+=0.5;
258
+ vec2 st=fract(uv);
259
+ vec2 base_uv=floor(uv)-0.5;
260
+ base_uv*=shadowMapSizeAndInverse.y;
261
+ vec2 uvw0=4.-3.*st;
262
+ vec2 uvw1=vec2(7.);
263
+ vec2 uvw2=1.+3.*st;
264
+ vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;
265
+ vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;
266
+ float shadow=0.;
267
+ shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));
268
+ shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));
269
+ shadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));
270
+ shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));
271
+ shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));
272
+ shadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));
273
+ shadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));
274
+ shadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));
275
+ shadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));
276
+ shadow=shadow/144.;
277
+ shadow=mix(darkness,1.,shadow);
278
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
279
+ }
280
+ #define inline
281
+ float computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)
282
+ {
283
+ if (depthMetric>1.0 || depthMetric<0.0) {
284
+ return 1.0;
285
+ }
286
+ else
287
+ {
288
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
289
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
290
+ uvDepth.z=ZINCLIP;
291
+ float shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);
292
+ shadow=mix(darkness,1.,shadow);
293
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
294
+ }
295
+ }
296
+ #define inline
297
+ float computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)
298
+ {
299
+ if (depthMetric>1.0 || depthMetric<0.0) {
300
+ return 1.0;
301
+ }
302
+ else
303
+ {
304
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
305
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
306
+ uvDepth.z=ZINCLIP;
307
+ vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
308
+ uv+=0.5;
309
+ vec2 st=fract(uv);
310
+ vec2 base_uv=floor(uv)-0.5;
311
+ base_uv*=shadowMapSizeAndInverse.y;
312
+ vec2 uvw0=3.-2.*st;
313
+ vec2 uvw1=1.+2.*st;
314
+ vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;
315
+ vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;
316
+ float shadow=0.;
317
+ shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);
318
+ shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);
319
+ shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);
320
+ shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);
321
+ shadow=shadow/16.;
322
+ shadow=mix(darkness,1.,shadow);
323
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
324
+ }
325
+ }
326
+ #define inline
327
+ float computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)
328
+ {
329
+ if (depthMetric>1.0 || depthMetric<0.0) {
330
+ return 1.0;
331
+ }
332
+ else
333
+ {
334
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
335
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
336
+ uvDepth.z=ZINCLIP;
337
+ vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
338
+ uv+=0.5;
339
+ vec2 st=fract(uv);
340
+ vec2 base_uv=floor(uv)-0.5;
341
+ base_uv*=shadowMapSizeAndInverse.y;
342
+ vec2 uvw0=4.-3.*st;
343
+ vec2 uvw1=vec2(7.);
344
+ vec2 uvw2=1.+3.*st;
345
+ vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;
346
+ vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;
347
+ float shadow=0.;
348
+ shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);
349
+ shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);
350
+ shadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);
351
+ shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);
352
+ shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);
353
+ shadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);
354
+ shadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);
355
+ shadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);
356
+ shadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);
357
+ shadow=shadow/144.;
358
+ shadow=mix(darkness,1.,shadow);
359
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
360
+ }
361
+ }
362
+ const vec3 PoissonSamplers32[64]=vec3[64](
363
+ vec3(0.06407013,0.05409927,0.),
364
+ vec3(0.7366577,0.5789394,0.),
365
+ vec3(-0.6270542,-0.5320278,0.),
366
+ vec3(-0.4096107,0.8411095,0.),
367
+ vec3(0.6849564,-0.4990818,0.),
368
+ vec3(-0.874181,-0.04579735,0.),
369
+ vec3(0.9989998,0.0009880066,0.),
370
+ vec3(-0.004920578,-0.9151649,0.),
371
+ vec3(0.1805763,0.9747483,0.),
372
+ vec3(-0.2138451,0.2635818,0.),
373
+ vec3(0.109845,0.3884785,0.),
374
+ vec3(0.06876755,-0.3581074,0.),
375
+ vec3(0.374073,-0.7661266,0.),
376
+ vec3(0.3079132,-0.1216763,0.),
377
+ vec3(-0.3794335,-0.8271583,0.),
378
+ vec3(-0.203878,-0.07715034,0.),
379
+ vec3(0.5912697,0.1469799,0.),
380
+ vec3(-0.88069,0.3031784,0.),
381
+ vec3(0.5040108,0.8283722,0.),
382
+ vec3(-0.5844124,0.5494877,0.),
383
+ vec3(0.6017799,-0.1726654,0.),
384
+ vec3(-0.5554981,0.1559997,0.),
385
+ vec3(-0.3016369,-0.3900928,0.),
386
+ vec3(-0.5550632,-0.1723762,0.),
387
+ vec3(0.925029,0.2995041,0.),
388
+ vec3(-0.2473137,0.5538505,0.),
389
+ vec3(0.9183037,-0.2862392,0.),
390
+ vec3(0.2469421,0.6718712,0.),
391
+ vec3(0.3916397,-0.4328209,0.),
392
+ vec3(-0.03576927,-0.6220032,0.),
393
+ vec3(-0.04661255,0.7995201,0.),
394
+ vec3(0.4402924,0.3640312,0.),
395
+ vec3(0.,0.,0.),
396
+ vec3(0.,0.,0.),
397
+ vec3(0.,0.,0.),
398
+ vec3(0.,0.,0.),
399
+ vec3(0.,0.,0.),
400
+ vec3(0.,0.,0.),
401
+ vec3(0.,0.,0.),
402
+ vec3(0.,0.,0.),
403
+ vec3(0.,0.,0.),
404
+ vec3(0.,0.,0.),
405
+ vec3(0.,0.,0.),
406
+ vec3(0.,0.,0.),
407
+ vec3(0.,0.,0.),
408
+ vec3(0.,0.,0.),
409
+ vec3(0.,0.,0.),
410
+ vec3(0.,0.,0.),
411
+ vec3(0.,0.,0.),
412
+ vec3(0.,0.,0.),
413
+ vec3(0.,0.,0.),
414
+ vec3(0.,0.,0.),
415
+ vec3(0.,0.,0.),
416
+ vec3(0.,0.,0.),
417
+ vec3(0.,0.,0.),
418
+ vec3(0.,0.,0.),
419
+ vec3(0.,0.,0.),
420
+ vec3(0.,0.,0.),
421
+ vec3(0.,0.,0.),
422
+ vec3(0.,0.,0.),
423
+ vec3(0.,0.,0.),
424
+ vec3(0.,0.,0.),
425
+ vec3(0.,0.,0.),
426
+ vec3(0.,0.,0.)
427
+ );
428
+ const vec3 PoissonSamplers64[64]=vec3[64](
429
+ vec3(-0.613392,0.617481,0.),
430
+ vec3(0.170019,-0.040254,0.),
431
+ vec3(-0.299417,0.791925,0.),
432
+ vec3(0.645680,0.493210,0.),
433
+ vec3(-0.651784,0.717887,0.),
434
+ vec3(0.421003,0.027070,0.),
435
+ vec3(-0.817194,-0.271096,0.),
436
+ vec3(-0.705374,-0.668203,0.),
437
+ vec3(0.977050,-0.108615,0.),
438
+ vec3(0.063326,0.142369,0.),
439
+ vec3(0.203528,0.214331,0.),
440
+ vec3(-0.667531,0.326090,0.),
441
+ vec3(-0.098422,-0.295755,0.),
442
+ vec3(-0.885922,0.215369,0.),
443
+ vec3(0.566637,0.605213,0.),
444
+ vec3(0.039766,-0.396100,0.),
445
+ vec3(0.751946,0.453352,0.),
446
+ vec3(0.078707,-0.715323,0.),
447
+ vec3(-0.075838,-0.529344,0.),
448
+ vec3(0.724479,-0.580798,0.),
449
+ vec3(0.222999,-0.215125,0.),
450
+ vec3(-0.467574,-0.405438,0.),
451
+ vec3(-0.248268,-0.814753,0.),
452
+ vec3(0.354411,-0.887570,0.),
453
+ vec3(0.175817,0.382366,0.),
454
+ vec3(0.487472,-0.063082,0.),
455
+ vec3(-0.084078,0.898312,0.),
456
+ vec3(0.488876,-0.783441,0.),
457
+ vec3(0.470016,0.217933,0.),
458
+ vec3(-0.696890,-0.549791,0.),
459
+ vec3(-0.149693,0.605762,0.),
460
+ vec3(0.034211,0.979980,0.),
461
+ vec3(0.503098,-0.308878,0.),
462
+ vec3(-0.016205,-0.872921,0.),
463
+ vec3(0.385784,-0.393902,0.),
464
+ vec3(-0.146886,-0.859249,0.),
465
+ vec3(0.643361,0.164098,0.),
466
+ vec3(0.634388,-0.049471,0.),
467
+ vec3(-0.688894,0.007843,0.),
468
+ vec3(0.464034,-0.188818,0.),
469
+ vec3(-0.440840,0.137486,0.),
470
+ vec3(0.364483,0.511704,0.),
471
+ vec3(0.034028,0.325968,0.),
472
+ vec3(0.099094,-0.308023,0.),
473
+ vec3(0.693960,-0.366253,0.),
474
+ vec3(0.678884,-0.204688,0.),
475
+ vec3(0.001801,0.780328,0.),
476
+ vec3(0.145177,-0.898984,0.),
477
+ vec3(0.062655,-0.611866,0.),
478
+ vec3(0.315226,-0.604297,0.),
479
+ vec3(-0.780145,0.486251,0.),
480
+ vec3(-0.371868,0.882138,0.),
481
+ vec3(0.200476,0.494430,0.),
482
+ vec3(-0.494552,-0.711051,0.),
483
+ vec3(0.612476,0.705252,0.),
484
+ vec3(-0.578845,-0.768792,0.),
485
+ vec3(-0.772454,-0.090976,0.),
486
+ vec3(0.504440,0.372295,0.),
487
+ vec3(0.155736,0.065157,0.),
488
+ vec3(0.391522,0.849605,0.),
489
+ vec3(-0.620106,-0.328104,0.),
490
+ vec3(0.789239,-0.419965,0.),
491
+ vec3(-0.545396,0.538133,0.),
492
+ vec3(-0.178564,-0.596057,0.)
493
+ );
494
+ #define inline
495
+ float computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)
496
+ {
497
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
498
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
499
+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
500
+ vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);
501
+ float blockerDepth=0.0;
502
+ float sumBlockerDepth=0.0;
503
+ float numBlocker=0.0;
504
+ for (int i=0; i<searchTapCount; i ++) {
505
+ blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;
506
+ if (blockerDepth<depthMetric) {
507
+ sumBlockerDepth+=blockerDepth;
508
+ numBlocker++;
509
+ }
510
+ }
511
+ float avgBlockerDepth=sumBlockerDepth/numBlocker;
512
+ float AAOffset=shadowMapSizeInverse*10.;
513
+ float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);
514
+ vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);
515
+ float random=getRand(vPositionFromLight.xy);
516
+ float rotationAngle=random*3.1415926;
517
+ vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));
518
+ float shadow=0.;
519
+ for (int i=0; i<pcfTapCount; i++) {
520
+ vec4 offset=vec4(poissonSamplers[i],0.);
521
+ offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);
522
+ shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);
523
+ }
524
+ shadow/=float(pcfTapCount);
525
+ shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));
526
+ shadow=mix(darkness,1.,shadow);
527
+ if (numBlocker<1.0) {
528
+ return 1.0;
529
+ }
530
+ else
531
+ {
532
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
533
+ }
534
+ }
535
+ #define inline
536
+ float computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)
537
+ {
538
+ if (depthMetric>1.0 || depthMetric<0.0) {
539
+ return 1.0;
540
+ }
541
+ else
542
+ {
543
+ vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;
544
+ vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
545
+ uvDepth.z=ZINCLIP;
546
+ float blockerDepth=0.0;
547
+ float sumBlockerDepth=0.0;
548
+ float numBlocker=0.0;
549
+ for (int i=0; i<searchTapCount; i ++) {
550
+ blockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;
551
+ if (blockerDepth<depthMetric) {
552
+ sumBlockerDepth+=blockerDepth;
553
+ numBlocker++;
554
+ }
555
+ }
556
+ if (numBlocker<1.0) {
557
+ return 1.0;
558
+ }
559
+ else
560
+ {
561
+ float avgBlockerDepth=sumBlockerDepth/numBlocker;
562
+ float AAOffset=shadowMapSizeInverse*10.;
563
+ float penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);
564
+ float filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;
565
+ float random=getRand(vPositionFromLight.xy);
566
+ float rotationAngle=random*3.1415926;
567
+ vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));
568
+ float shadow=0.;
569
+ for (int i=0; i<pcfTapCount; i++) {
570
+ vec3 offset=poissonSamplers[i];
571
+ offset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);
572
+ shadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);
573
+ }
574
+ shadow/=float(pcfTapCount);
575
+ shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);
576
+ shadow=mix(darkness,1.,shadow);
577
+ return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);
578
+ }
579
+ }
580
+ }
581
+ #define inline
582
+ float computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)
583
+ {
584
+ return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);
585
+ }
586
+ #define inline
587
+ float computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)
588
+ {
589
+ return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);
590
+ }
591
+ #define inline
592
+ float computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)
593
+ {
594
+ return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);
595
+ }
596
+ #define inline
597
+ float computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)
598
+ {
599
+ return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);
600
+ }
601
+ #define inline
602
+ float computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)
603
+ {
604
+ return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);
605
+ }
606
+ #define inline
607
+ float computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)
608
+ {
609
+ return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);
610
+ }
611
+ #endif
612
+ #endif
613
+ `;
614
+ e.IncludesShadersStore[o] = a;
@@ -0,0 +1,23 @@
1
+ import { ShaderStore as i } from "../../Engines/shaderStore.esm.js";
2
+ const e = "shadowsVertex", t = `#ifdef SHADOWS
3
+ #if defined(SHADOWCSM{X})
4
+ vPositionFromCamera{X}=view*worldPos;
5
+ for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {
6
+ vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
7
+ #ifdef USE_REVERSE_DEPTHBUFFER
8
+ vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
9
+ #else
10
+ vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
11
+ #endif
12
+ }
13
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
14
+ vPositionFromLight{X}=lightMatrix{X}*worldPos;
15
+ #ifdef USE_REVERSE_DEPTHBUFFER
16
+ vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
17
+ #else
18
+ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
19
+ #endif
20
+ #endif
21
+ #endif
22
+ `;
23
+ i.IncludesShadersStore[e] = t;
@@ -0,0 +1,6 @@
1
+ import { ShaderStore as o } from "../../Engines/shaderStore.esm.js";
2
+ const r = "subSurfaceScatteringFunctions", e = `bool testLightingForSSS(float diffusionProfile)
3
+ {
4
+ return diffusionProfile<1.;
5
+ }`;
6
+ o.IncludesShadersStore[r] = e;
@@ -0,0 +1,6 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const t = "uvAttributeDeclaration", r = `#ifdef UV{X}
3
+ attribute vec2 uv{X};
4
+ #endif
5
+ `;
6
+ e.IncludesShadersStore[t] = r;
@@ -0,0 +1,9 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const d = "uvVariableDeclaration", i = `#if !defined(UV{X}) && defined(MAINUV{X})
3
+ vec2 uv{X}=vec2(0.,0.);
4
+ #endif
5
+ #ifdef MAINUV{X}
6
+ vMainUV{X}=uv{X};
7
+ #endif
8
+ `;
9
+ e.IncludesShadersStore[d] = i;
@@ -0,0 +1,16 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const o = "vertexColorMixing", r = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
3
+ vColor=vec4(1.0);
4
+ #ifdef VERTEXCOLOR
5
+ #ifdef VERTEXALPHA
6
+ vColor*=color;
7
+ #else
8
+ vColor.rgb*=color.rgb;
9
+ #endif
10
+ #endif
11
+ #ifdef INSTANCESCOLOR
12
+ vColor*=instanceColor;
13
+ #endif
14
+ #endif
15
+ `;
16
+ e.IncludesShadersStore[o] = r;
@@ -0,0 +1,14 @@
1
+ import { ShaderStore as r } from "../Engines/shaderStore.esm.js";
2
+ const e = "bloomMergePixelShader", o = `uniform sampler2D textureSampler;
3
+ uniform sampler2D bloomBlur;
4
+ varying vec2 vUV;
5
+ uniform float bloomWeight;
6
+ #define CUSTOM_FRAGMENT_DEFINITIONS
7
+ void main(void)
8
+ {
9
+ gl_FragColor=texture2D(textureSampler,vUV);
10
+ vec3 blurred=texture2D(bloomBlur,vUV).rgb;
11
+ gl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight);
12
+ }
13
+ `;
14
+ r.ShadersStore[e] = o;