@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.
- package/dist/lib/assetCache.esm.js +21 -0
- package/dist/lib/configuration.esm.js +98 -0
- package/dist/lib/core.esm.js +417 -0
- package/dist/lib/dynamicTexture.esm.js +51 -0
- package/dist/lib/glbLoaderExtensions.esm.js +137 -0
- package/dist/lib/glowLayerManager.esm.js +19 -0
- package/dist/lib/guid.esm.js +7 -0
- package/dist/lib/material.esm.js +50 -0
- package/dist/lib/modelContainer.esm.js +351 -0
- package/dist/lib/productAnimations.esm.js +123 -0
- package/dist/lib/productCamera.esm.js +113 -0
- package/dist/lib/renderConstants.esm.js +103 -0
- package/dist/lib/renderingPipeline.esm.js +99 -0
- package/dist/lib/types.esm.js +5 -0
- package/dist/lib/variants.esm.js +112 -0
- package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +41 -0
- package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +122 -0
- package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +59 -0
- package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +335 -0
- package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +193 -0
- package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +354 -0
- package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +478 -0
- package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +866 -0
- package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +18 -0
- package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +470 -0
- package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +7 -0
- package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +21 -0
- package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +93 -0
- package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +281 -0
- package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +568 -0
- package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +117 -0
- package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +145 -0
- package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +93 -0
- package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +295 -0
- package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +701 -0
- package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +478 -0
- package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +433 -0
- package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +18 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +67 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +191 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +93 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +119 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +119 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +108 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +114 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +249 -0
- package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +103 -0
- package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +589 -0
- package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +37 -0
- package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +686 -0
- package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +147 -0
- package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +236 -0
- package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +66 -0
- package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +214 -0
- package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +8 -0
- package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +9 -0
- package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +59 -0
- package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +6 -0
- package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +174 -0
- package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +159 -0
- package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +114 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +37 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +23 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +106 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +118 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +46 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +50 -0
- package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +354 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +101 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +103 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +11 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +14 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +111 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +109 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +76 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +69 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +15 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +29 -0
- package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +85 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +9 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +36 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +13 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +9 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +88 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +14 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +44 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +31 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +9 -0
- package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +230 -0
- package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +30 -0
- package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +34 -0
- package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +388 -0
- package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +87 -0
- package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +16 -0
- package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +254 -0
- package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +1120 -0
- package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +23 -0
- package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +697 -0
- package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +22 -0
- package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +273 -0
- package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +36 -0
- package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +2921 -0
- package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +13 -0
- package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +41 -0
- package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +63 -0
- package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +8 -0
- package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +418 -0
- package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +437 -0
- package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +141 -0
- package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +343 -0
- package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +396 -0
- package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +224 -0
- package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +92 -0
- package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +476 -0
- package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +30 -0
- package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +153 -0
- package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +196 -0
- package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +287 -0
- package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +551 -0
- package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +48 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +112 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +48 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +568 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +139 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +97 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +496 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +106 -0
- package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +270 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +103 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +53 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +51 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +81 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +542 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +23 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +244 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +134 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +89 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +175 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +150 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +17 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +138 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +223 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +58 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +156 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +53 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +605 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +421 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +101 -0
- package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +170 -0
- package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +28 -0
- package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +397 -0
- package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +22 -0
- package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +890 -0
- package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +73 -0
- package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +132 -0
- package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +428 -0
- package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +90 -0
- package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +906 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +161 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +226 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +501 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +226 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +7 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +212 -0
- package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +145 -0
- package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +164 -0
- package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +38 -0
- package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +48 -0
- package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +7 -0
- package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +838 -0
- package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +934 -0
- package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +541 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +19 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +903 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +6 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +91 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +43 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +9 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +145 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +284 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +124 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +4915 -0
- package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +41 -0
- package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +177 -0
- package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +260 -0
- package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +233 -0
- package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +47 -0
- package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +12 -0
- package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +1448 -0
- package/dist/node_modules/@babylonjs/core/Meshes/geometry.esm.js +729 -0
- package/dist/node_modules/@babylonjs/core/Meshes/instancedMesh.esm.js +455 -0
- package/dist/node_modules/@babylonjs/core/Meshes/mesh.esm.js +2526 -0
- package/dist/node_modules/@babylonjs/core/Meshes/mesh.vertexData.esm.js +865 -0
- package/dist/node_modules/@babylonjs/core/Meshes/meshLODLevel.esm.js +13 -0
- package/dist/node_modules/@babylonjs/core/Meshes/subMesh.esm.js +422 -0
- package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +129 -0
- package/dist/node_modules/@babylonjs/core/Meshes/transformNode.esm.js +796 -0
- package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +111 -0
- package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +122 -0
- package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +78 -0
- package/dist/node_modules/@babylonjs/core/Misc/andOrNotEvaluator.esm.js +41 -0
- package/dist/node_modules/@babylonjs/core/Misc/arrayTools.esm.js +52 -0
- package/dist/node_modules/@babylonjs/core/Misc/assetsManager.esm.js +561 -0
- package/dist/node_modules/@babylonjs/core/Misc/brdfTextureTools.esm.js +31 -0
- package/dist/node_modules/@babylonjs/core/Misc/copyTools.esm.js +44 -0
- package/dist/node_modules/@babylonjs/core/Misc/coroutine.esm.js +53 -0
- package/dist/node_modules/@babylonjs/core/Misc/dataReader.esm.js +55 -0
- package/dist/node_modules/@babylonjs/core/Misc/dds.esm.js +329 -0
- package/dist/node_modules/@babylonjs/core/Misc/decorators.esm.js +332 -0
- package/dist/node_modules/@babylonjs/core/Misc/deepCopier.esm.js +52 -0
- package/dist/node_modules/@babylonjs/core/Misc/deferred.esm.js +25 -0
- package/dist/node_modules/@babylonjs/core/Misc/devTools.esm.js +6 -0
- package/dist/node_modules/@babylonjs/core/Misc/domManagement.esm.js +21 -0
- package/dist/node_modules/@babylonjs/core/Misc/dumpTools.esm.js +117 -0
- package/dist/node_modules/@babylonjs/core/Misc/environmentTextureTools.esm.js +187 -0
- package/dist/node_modules/@babylonjs/core/Misc/error.esm.js +40 -0
- package/dist/node_modules/@babylonjs/core/Misc/fileTools.esm.js +339 -0
- package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +6 -0
- package/dist/node_modules/@babylonjs/core/Misc/guid.esm.js +9 -0
- package/dist/node_modules/@babylonjs/core/Misc/instantiationTools.esm.js +26 -0
- package/dist/node_modules/@babylonjs/core/Misc/khronosTextureContainer.esm.js +79 -0
- package/dist/node_modules/@babylonjs/core/Misc/khronosTextureContainer2.esm.js +281 -0
- package/dist/node_modules/@babylonjs/core/Misc/logger.esm.js +77 -0
- package/dist/node_modules/@babylonjs/core/Misc/observable.esm.js +231 -0
- package/dist/node_modules/@babylonjs/core/Misc/perfCounter.esm.js +99 -0
- package/dist/node_modules/@babylonjs/core/Misc/performanceMonitor.esm.js +144 -0
- package/dist/node_modules/@babylonjs/core/Misc/precisionDate.esm.js +12 -0
- package/dist/node_modules/@babylonjs/core/Misc/retryStrategy.esm.js +14 -0
- package/dist/node_modules/@babylonjs/core/Misc/rgbdTextureTools.esm.js +51 -0
- package/dist/node_modules/@babylonjs/core/Misc/screenshotTools.esm.js +92 -0
- package/dist/node_modules/@babylonjs/core/Misc/smartArray.esm.js +118 -0
- package/dist/node_modules/@babylonjs/core/Misc/stringDictionary.esm.js +129 -0
- package/dist/node_modules/@babylonjs/core/Misc/stringTools.esm.js +26 -0
- package/dist/node_modules/@babylonjs/core/Misc/tags.esm.js +97 -0
- package/dist/node_modules/@babylonjs/core/Misc/textureTools.esm.js +41 -0
- package/dist/node_modules/@babylonjs/core/Misc/timingTools.esm.js +13 -0
- package/dist/node_modules/@babylonjs/core/Misc/tools.esm.js +929 -0
- package/dist/node_modules/@babylonjs/core/Misc/typeStore.esm.js +11 -0
- package/dist/node_modules/@babylonjs/core/Misc/uniqueIdGenerator.esm.js +13 -0
- package/dist/node_modules/@babylonjs/core/Misc/webRequest.esm.js +135 -0
- package/dist/node_modules/@babylonjs/core/Misc/workerPool.esm.js +80 -0
- package/dist/node_modules/@babylonjs/core/Morph/morphTarget.esm.js +187 -0
- package/dist/node_modules/@babylonjs/core/Morph/morphTargetManager.esm.js +249 -0
- package/dist/node_modules/@babylonjs/core/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.esm.js +349 -0
- package/dist/node_modules/@babylonjs/core/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.esm.js +306 -0
- package/dist/node_modules/@babylonjs/core/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.esm.js +161 -0
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- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_translucency.esm.js +41 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_transmission.esm.js +136 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_unlit.esm.js +37 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_variants.esm.js +178 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +40 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_mesh_quantization.esm.js +17 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_basisu.esm.js +29 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_transform.esm.js +29 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +31 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_audio_emitter.esm.js +149 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_lod.esm.js +170 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +29 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +29 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoader.esm.js +1562 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoaderAnimation.esm.js +66 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/glTFFileLoader.esm.js +462 -0
- package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +81 -0
- package/package.json +6 -4
- /package/dist/{src/index.esm.js → index.esm.js} +0 -0
package/dist/node_modules/@babylonjs/core/Shaders/screenSpaceReflection2BlurCombiner.fragment.esm.js
ADDED
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@@ -0,0 +1,59 @@
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1
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+
import { ShaderStore as e } from "../Engines/shaderStore.esm.js";
|
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2
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+
import "./ShadersInclude/helperFunctions.esm.js";
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3
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+
import "./ShadersInclude/pbrBRDFFunctions.esm.js";
|
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4
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+
import "./ShadersInclude/screenSpaceRayTrace.esm.js";
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5
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+
const r = "screenSpaceReflection2BlurCombinerPixelShader", i = `uniform sampler2D textureSampler;
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6
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+
uniform sampler2D mainSampler;
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7
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+
uniform sampler2D reflectivitySampler;
|
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8
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+
uniform float strength;
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9
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+
uniform float reflectionSpecularFalloffExponent;
|
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10
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+
uniform float reflectivityThreshold;
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11
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+
varying vec2 vUV;
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12
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+
#include<helperFunctions>
|
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13
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+
#ifdef SSR_BLEND_WITH_FRESNEL
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14
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+
#include<pbrBRDFFunctions>
|
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15
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+
#include<screenSpaceRayTrace>
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16
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+
uniform mat4 projection;
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17
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+
uniform mat4 invProjectionMatrix;
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18
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+
uniform sampler2D normalSampler;
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19
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+
uniform sampler2D depthSampler;
|
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20
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+
#endif
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21
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+
void main()
|
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22
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+
{
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23
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+
#ifdef SSRAYTRACE_DEBUG
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24
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+
gl_FragColor=texture2D(textureSampler,vUV);
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25
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+
#else
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26
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+
vec3 SSR=texture2D(textureSampler,vUV).rgb;
|
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27
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+
vec4 color=texture2D(mainSampler,vUV);
|
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28
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+
vec4 reflectivity=texture2D(reflectivitySampler,vUV);
|
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29
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+
#ifndef SSR_DISABLE_REFLECTIVITY_TEST
|
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30
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+
if (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {
|
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31
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+
gl_FragColor=color;
|
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32
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+
return;
|
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33
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+
}
|
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34
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+
#endif
|
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35
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+
#ifdef SSR_INPUT_IS_GAMMA_SPACE
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36
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+
color=toLinearSpace(color);
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37
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+
#endif
|
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38
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+
#ifdef SSR_BLEND_WITH_FRESNEL
|
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39
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+
vec2 texSize=vec2(textureSize(depthSampler,0));
|
|
40
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+
vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;
|
|
41
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+
float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;
|
|
42
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+
vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);
|
|
43
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+
vec3 csViewDirection=normalize(csPosition);
|
|
44
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+
vec3 F0=reflectivity.rgb;
|
|
45
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+
vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));
|
|
46
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+
vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
|
|
47
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+
#else
|
|
48
|
+
vec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
|
|
49
|
+
#endif
|
|
50
|
+
vec3 colorMultiplier=1.0-reflectionMultiplier;
|
|
51
|
+
vec3 finalColor=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);
|
|
52
|
+
#ifdef SSR_OUTPUT_IS_GAMMA_SPACE
|
|
53
|
+
finalColor=toGammaSpace(finalColor);
|
|
54
|
+
#endif
|
|
55
|
+
gl_FragColor=vec4(finalColor,color.a);
|
|
56
|
+
#endif
|
|
57
|
+
}
|
|
58
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+
`;
|
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59
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+
e.ShadersStore[r] = i;
|
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@@ -0,0 +1,18 @@
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1
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+
import { ShaderStore as e } from "../Engines/shaderStore.esm.js";
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2
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+
const r = "sharpenPixelShader", t = `varying vec2 vUV;
|
|
3
|
+
uniform sampler2D textureSampler;
|
|
4
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+
uniform vec2 screenSize;
|
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5
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+
uniform vec2 sharpnessAmounts;
|
|
6
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
7
|
+
void main(void)
|
|
8
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+
{
|
|
9
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+
vec2 onePixel=vec2(1.0,1.0)/screenSize;
|
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10
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+
vec4 color=texture2D(textureSampler,vUV);
|
|
11
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+
vec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +
|
|
12
|
+
texture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +
|
|
13
|
+
texture2D(textureSampler,vUV+onePixel*vec2(1,0)) +
|
|
14
|
+
texture2D(textureSampler,vUV+onePixel*vec2(0,1)) -
|
|
15
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+
color*4.0;
|
|
16
|
+
gl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);
|
|
17
|
+
}`;
|
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18
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+
e.ShadersStore[r] = t;
|
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@@ -0,0 +1,55 @@
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1
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+
import { ShaderStore as e } from "../Engines/shaderStore.esm.js";
|
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2
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+
const r = "ssaoPixelShader", o = `uniform sampler2D textureSampler;
|
|
3
|
+
varying vec2 vUV;
|
|
4
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+
#ifdef SSAO
|
|
5
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+
uniform sampler2D randomSampler;
|
|
6
|
+
uniform float randTextureTiles;
|
|
7
|
+
uniform float samplesFactor;
|
|
8
|
+
uniform vec3 sampleSphere[SAMPLES];
|
|
9
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+
uniform float totalStrength;
|
|
10
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+
uniform float radius;
|
|
11
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+
uniform float area;
|
|
12
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+
uniform float fallOff;
|
|
13
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+
uniform float base;
|
|
14
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+
vec3 normalFromDepth(float depth,vec2 coords)
|
|
15
|
+
{
|
|
16
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+
vec2 offset1=vec2(0.0,radius);
|
|
17
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+
vec2 offset2=vec2(radius,0.0);
|
|
18
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+
float depth1=texture2D(textureSampler,coords+offset1).r;
|
|
19
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+
float depth2=texture2D(textureSampler,coords+offset2).r;
|
|
20
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+
vec3 p1=vec3(offset1,depth1-depth);
|
|
21
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+
vec3 p2=vec3(offset2,depth2-depth);
|
|
22
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+
vec3 normal=cross(p1,p2);
|
|
23
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+
normal.z=-normal.z;
|
|
24
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+
return normalize(normal);
|
|
25
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+
}
|
|
26
|
+
void main()
|
|
27
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+
{
|
|
28
|
+
vec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);
|
|
29
|
+
float depth=texture2D(textureSampler,vUV).r;
|
|
30
|
+
vec3 position=vec3(vUV,depth);
|
|
31
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+
vec3 normal=normalFromDepth(depth,vUV);
|
|
32
|
+
float radiusDepth=radius/depth;
|
|
33
|
+
float occlusion=0.0;
|
|
34
|
+
vec3 ray;
|
|
35
|
+
vec3 hemiRay;
|
|
36
|
+
float occlusionDepth;
|
|
37
|
+
float difference;
|
|
38
|
+
for (int i=0; i<SAMPLES; i++)
|
|
39
|
+
{
|
|
40
|
+
ray=radiusDepth*reflect(sampleSphere[i],random);
|
|
41
|
+
hemiRay=position+sign(dot(ray,normal))*ray;
|
|
42
|
+
occlusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;
|
|
43
|
+
difference=depth-occlusionDepth;
|
|
44
|
+
occlusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));
|
|
45
|
+
}
|
|
46
|
+
float ao=1.0-totalStrength*occlusion*samplesFactor;
|
|
47
|
+
float result=clamp(ao+base,0.0,1.0);
|
|
48
|
+
gl_FragColor.r=result;
|
|
49
|
+
gl_FragColor.g=result;
|
|
50
|
+
gl_FragColor.b=result;
|
|
51
|
+
gl_FragColor.a=1.0;
|
|
52
|
+
}
|
|
53
|
+
#endif
|
|
54
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+
`;
|
|
55
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+
e.ShadersStore[r] = o;
|
|
@@ -0,0 +1,165 @@
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|
|
1
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+
import { ShaderStore as e } from "../Engines/shaderStore.esm.js";
|
|
2
|
+
const t = "ssao2PixelShader", o = `precision highp float;
|
|
3
|
+
uniform sampler2D textureSampler;
|
|
4
|
+
varying vec2 vUV;
|
|
5
|
+
#ifdef SSAO
|
|
6
|
+
float scales[16]=float[16](
|
|
7
|
+
0.1,
|
|
8
|
+
0.11406250000000001,
|
|
9
|
+
0.131640625,
|
|
10
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+
0.15625,
|
|
11
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+
0.187890625,
|
|
12
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+
0.2265625,
|
|
13
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+
0.272265625,
|
|
14
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+
0.325,
|
|
15
|
+
0.384765625,
|
|
16
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+
0.4515625,
|
|
17
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+
0.525390625,
|
|
18
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+
0.60625,
|
|
19
|
+
0.694140625,
|
|
20
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+
0.7890625,
|
|
21
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+
0.891015625,
|
|
22
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+
1.0
|
|
23
|
+
);
|
|
24
|
+
uniform float near;
|
|
25
|
+
uniform float radius;
|
|
26
|
+
uniform sampler2D depthSampler;
|
|
27
|
+
uniform sampler2D randomSampler;
|
|
28
|
+
uniform sampler2D normalSampler;
|
|
29
|
+
uniform float randTextureTiles;
|
|
30
|
+
uniform float samplesFactor;
|
|
31
|
+
uniform vec3 sampleSphere[SAMPLES];
|
|
32
|
+
uniform float totalStrength;
|
|
33
|
+
uniform float base;
|
|
34
|
+
uniform float xViewport;
|
|
35
|
+
uniform float yViewport;
|
|
36
|
+
uniform mat3 depthProjection;
|
|
37
|
+
uniform float maxZ;
|
|
38
|
+
uniform float minZAspect;
|
|
39
|
+
uniform vec2 texelSize;
|
|
40
|
+
uniform mat4 projection;
|
|
41
|
+
void main()
|
|
42
|
+
{
|
|
43
|
+
vec3 random=textureLod(randomSampler,vUV*randTextureTiles,0.0).rgb;
|
|
44
|
+
float depth=textureLod(depthSampler,vUV,0.0).r;
|
|
45
|
+
float depthSign=depth/abs(depth);
|
|
46
|
+
depth=depth*depthSign;
|
|
47
|
+
vec3 normal=textureLod(normalSampler,vUV,0.0).rgb;
|
|
48
|
+
float occlusion=0.0;
|
|
49
|
+
float correctedRadius=min(radius,minZAspect*depth/near);
|
|
50
|
+
vec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);
|
|
51
|
+
vec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);
|
|
52
|
+
vec3 origin=vViewRay*vDepthFactor;
|
|
53
|
+
vec3 rvec=random*2.0-1.0;
|
|
54
|
+
rvec.z=0.0;
|
|
55
|
+
float dotProduct=dot(rvec,normal);
|
|
56
|
+
rvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);
|
|
57
|
+
vec3 tangent=normalize(rvec-normal*dot(rvec,normal));
|
|
58
|
+
vec3 bitangent=cross(normal,tangent);
|
|
59
|
+
mat3 tbn=mat3(tangent,bitangent,normal);
|
|
60
|
+
float difference;
|
|
61
|
+
for (int i=0; i<SAMPLES; ++i) {
|
|
62
|
+
vec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];
|
|
63
|
+
samplePosition=samplePosition*correctedRadius+origin;
|
|
64
|
+
vec4 offset=vec4(samplePosition,1.0);
|
|
65
|
+
offset=projection*offset;
|
|
66
|
+
offset.xyz/=offset.w;
|
|
67
|
+
offset.xy=offset.xy*0.5+0.5;
|
|
68
|
+
if (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {
|
|
69
|
+
continue;
|
|
70
|
+
}
|
|
71
|
+
float sampleDepth=abs(textureLod(depthSampler,offset.xy,0.0).r);
|
|
72
|
+
difference=depthSign*samplePosition.z-sampleDepth;
|
|
73
|
+
float rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);
|
|
74
|
+
occlusion+=step(EPSILON,difference)*rangeCheck;
|
|
75
|
+
}
|
|
76
|
+
occlusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));
|
|
77
|
+
float ao=1.0-totalStrength*occlusion*samplesFactor;
|
|
78
|
+
float result=clamp(ao+base,0.0,1.0);
|
|
79
|
+
gl_FragColor=vec4(vec3(result),1.0);
|
|
80
|
+
}
|
|
81
|
+
#endif
|
|
82
|
+
#ifdef BLUR
|
|
83
|
+
uniform float outSize;
|
|
84
|
+
uniform float soften;
|
|
85
|
+
uniform float tolerance;
|
|
86
|
+
uniform int samples;
|
|
87
|
+
#ifndef BLUR_BYPASS
|
|
88
|
+
uniform sampler2D depthSampler;
|
|
89
|
+
#ifdef BLUR_LEGACY
|
|
90
|
+
#define inline
|
|
91
|
+
float blur13Bilateral(sampler2D image,vec2 uv,vec2 step) {
|
|
92
|
+
float result=0.0;
|
|
93
|
+
vec2 off1=vec2(1.411764705882353)*step;
|
|
94
|
+
vec2 off2=vec2(3.2941176470588234)*step;
|
|
95
|
+
vec2 off3=vec2(5.176470588235294)*step;
|
|
96
|
+
float compareDepth=abs(textureLod(depthSampler,uv,0.0).r);
|
|
97
|
+
float sampleDepth;
|
|
98
|
+
float weight;
|
|
99
|
+
float weightSum=30.0;
|
|
100
|
+
result+=textureLod(image,uv,0.0).r*30.0;
|
|
101
|
+
sampleDepth=abs(textureLod(depthSampler,uv+off1,0.0).r);
|
|
102
|
+
weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);
|
|
103
|
+
weightSum+= weight;
|
|
104
|
+
result+=textureLod(image,uv+off1,0.0).r*weight;
|
|
105
|
+
sampleDepth=abs(textureLod(depthSampler,uv-off1,0.0).r);
|
|
106
|
+
weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);
|
|
107
|
+
weightSum+= weight;
|
|
108
|
+
result+=textureLod(image,uv-off1,0.0).r*weight;
|
|
109
|
+
sampleDepth=abs(textureLod(depthSampler,uv+off2,0.0).r);
|
|
110
|
+
weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);
|
|
111
|
+
weightSum+=weight;
|
|
112
|
+
result+=textureLod(image,uv+off2,0.0).r*weight;
|
|
113
|
+
sampleDepth=abs(textureLod(depthSampler,uv-off2,0.0).r);
|
|
114
|
+
weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);
|
|
115
|
+
weightSum+=weight;
|
|
116
|
+
result+=textureLod(image,uv-off2,0.0).r*weight;
|
|
117
|
+
sampleDepth=abs(textureLod(depthSampler,uv+off3,0.0).r);
|
|
118
|
+
weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);
|
|
119
|
+
weightSum+=weight;
|
|
120
|
+
result+=textureLod(image,uv+off3,0.0).r*weight;
|
|
121
|
+
sampleDepth=abs(textureLod(depthSampler,uv-off3,0.0).r);
|
|
122
|
+
weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);
|
|
123
|
+
weightSum+=weight;
|
|
124
|
+
result+=textureLod(image,uv-off3,0.0).r*weight;
|
|
125
|
+
return result/weightSum;
|
|
126
|
+
}
|
|
127
|
+
#endif
|
|
128
|
+
#endif
|
|
129
|
+
void main()
|
|
130
|
+
{
|
|
131
|
+
float result=0.0;
|
|
132
|
+
#ifdef BLUR_BYPASS
|
|
133
|
+
result=textureLod(textureSampler,vUV,0.0).r;
|
|
134
|
+
#else
|
|
135
|
+
#ifdef BLUR_H
|
|
136
|
+
vec2 step=vec2(1.0/outSize,0.0);
|
|
137
|
+
#else
|
|
138
|
+
vec2 step=vec2(0.0,1.0/outSize);
|
|
139
|
+
#endif
|
|
140
|
+
#ifdef BLUR_LEGACY
|
|
141
|
+
result=blur13Bilateral(textureSampler,vUV,step);
|
|
142
|
+
#else
|
|
143
|
+
float compareDepth=abs(textureLod(depthSampler,vUV,0.0).r);
|
|
144
|
+
float weightSum=0.0;
|
|
145
|
+
for (int i=-samples; i<samples; i+=2)
|
|
146
|
+
{
|
|
147
|
+
vec2 samplePos=vUV+step*(float(i)+0.5);
|
|
148
|
+
float sampleDepth=abs(textureLod(depthSampler,samplePos,0.0).r);
|
|
149
|
+
float falloff=smoothstep(0.0,
|
|
150
|
+
float(samples),
|
|
151
|
+
float(samples)-abs(float(i))*soften);
|
|
152
|
+
float minDivider=tolerance*0.5+0.003;
|
|
153
|
+
float weight=falloff/( minDivider+abs(compareDepth-sampleDepth));
|
|
154
|
+
result+=textureLod(textureSampler,samplePos,0.0).r*weight;
|
|
155
|
+
weightSum+=weight;
|
|
156
|
+
}
|
|
157
|
+
result/=weightSum;
|
|
158
|
+
#endif
|
|
159
|
+
#endif
|
|
160
|
+
gl_FragColor.rgb=vec3(result);
|
|
161
|
+
gl_FragColor.a=1.0;
|
|
162
|
+
}
|
|
163
|
+
#endif
|
|
164
|
+
`;
|
|
165
|
+
e.ShadersStore[t] = o;
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
import { ShaderStore as e } from "../Engines/shaderStore.esm.js";
|
|
2
|
+
const o = "ssaoCombinePixelShader", r = `uniform sampler2D textureSampler;
|
|
3
|
+
uniform sampler2D originalColor;
|
|
4
|
+
uniform vec4 viewport;
|
|
5
|
+
varying vec2 vUV;
|
|
6
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
7
|
+
void main(void) {
|
|
8
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
9
|
+
vec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);
|
|
10
|
+
vec4 sceneColor=texture2D(originalColor,vUV);
|
|
11
|
+
gl_FragColor=sceneColor*ssaoColor;
|
|
12
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
13
|
+
}
|
|
14
|
+
`;
|
|
15
|
+
e.ShadersStore[o] = r;
|
|
@@ -0,0 +1,339 @@
|
|
|
1
|
+
import { ShaderStore as e } from "../Engines/shaderStore.esm.js";
|
|
2
|
+
import "./ShadersInclude/packingFunctions.esm.js";
|
|
3
|
+
const r = "standardPixelShader", t = `uniform sampler2D textureSampler;
|
|
4
|
+
varying vec2 vUV;
|
|
5
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
6
|
+
#if defined(PASS_POST_PROCESS)
|
|
7
|
+
void main(void)
|
|
8
|
+
{
|
|
9
|
+
vec4 color=texture2D(textureSampler,vUV);
|
|
10
|
+
gl_FragColor=color;
|
|
11
|
+
}
|
|
12
|
+
#endif
|
|
13
|
+
#if defined(DOWN_SAMPLE_X4)
|
|
14
|
+
uniform vec2 dsOffsets[16];
|
|
15
|
+
void main(void)
|
|
16
|
+
{
|
|
17
|
+
vec4 average=vec4(0.0,0.0,0.0,0.0);
|
|
18
|
+
average=texture2D(textureSampler,vUV+dsOffsets[0]);
|
|
19
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[1]);
|
|
20
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[2]);
|
|
21
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[3]);
|
|
22
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[4]);
|
|
23
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[5]);
|
|
24
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[6]);
|
|
25
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[7]);
|
|
26
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[8]);
|
|
27
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[9]);
|
|
28
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[10]);
|
|
29
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[11]);
|
|
30
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[12]);
|
|
31
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[13]);
|
|
32
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[14]);
|
|
33
|
+
average+=texture2D(textureSampler,vUV+dsOffsets[15]);
|
|
34
|
+
average/=16.0;
|
|
35
|
+
gl_FragColor=average;
|
|
36
|
+
}
|
|
37
|
+
#endif
|
|
38
|
+
#if defined(BRIGHT_PASS)
|
|
39
|
+
uniform vec2 dsOffsets[4];
|
|
40
|
+
uniform float brightThreshold;
|
|
41
|
+
void main(void)
|
|
42
|
+
{
|
|
43
|
+
vec4 average=vec4(0.0,0.0,0.0,0.0);
|
|
44
|
+
average=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));
|
|
45
|
+
average+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));
|
|
46
|
+
average+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));
|
|
47
|
+
average+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));
|
|
48
|
+
average*=0.25;
|
|
49
|
+
float luminance=length(average.rgb);
|
|
50
|
+
if (luminance<brightThreshold) {
|
|
51
|
+
average=vec4(0.0,0.0,0.0,1.0);
|
|
52
|
+
}
|
|
53
|
+
gl_FragColor=average;
|
|
54
|
+
}
|
|
55
|
+
#endif
|
|
56
|
+
#if defined(TEXTURE_ADDER)
|
|
57
|
+
uniform sampler2D otherSampler;
|
|
58
|
+
uniform sampler2D lensSampler;
|
|
59
|
+
uniform float exposure;
|
|
60
|
+
void main(void)
|
|
61
|
+
{
|
|
62
|
+
vec3 colour=texture2D(textureSampler,vUV).rgb;
|
|
63
|
+
colour*=exposure;
|
|
64
|
+
vec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);
|
|
65
|
+
vec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);
|
|
66
|
+
colour=retColor*retColor;
|
|
67
|
+
colour+=colour*texture2D(lensSampler,vUV).rgb;
|
|
68
|
+
vec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);
|
|
69
|
+
gl_FragColor=finalColor;
|
|
70
|
+
}
|
|
71
|
+
#endif
|
|
72
|
+
#if defined(VLS)
|
|
73
|
+
#define PI 3.1415926535897932384626433832795
|
|
74
|
+
uniform mat4 shadowViewProjection;
|
|
75
|
+
uniform mat4 lightWorld;
|
|
76
|
+
uniform vec3 cameraPosition;
|
|
77
|
+
uniform vec3 sunDirection;
|
|
78
|
+
uniform vec3 sunColor;
|
|
79
|
+
uniform vec2 depthValues;
|
|
80
|
+
uniform float scatteringCoefficient;
|
|
81
|
+
uniform float scatteringPower;
|
|
82
|
+
uniform sampler2D shadowMapSampler;
|
|
83
|
+
uniform sampler2D positionSampler;
|
|
84
|
+
float computeScattering(float lightDotView)
|
|
85
|
+
{
|
|
86
|
+
float result=1.0-scatteringCoefficient*scatteringCoefficient;
|
|
87
|
+
result/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));
|
|
88
|
+
return result;
|
|
89
|
+
}
|
|
90
|
+
void main(void)
|
|
91
|
+
{
|
|
92
|
+
vec3 worldPos=texture2D(positionSampler,vUV).rgb;
|
|
93
|
+
vec3 startPosition=cameraPosition;
|
|
94
|
+
vec3 rayVector=worldPos-startPosition;
|
|
95
|
+
float rayLength=length(rayVector);
|
|
96
|
+
vec3 rayDirection=rayVector/rayLength;
|
|
97
|
+
float stepLength=rayLength/NB_STEPS;
|
|
98
|
+
vec3 stepL=rayDirection*stepLength;
|
|
99
|
+
vec3 currentPosition=startPosition;
|
|
100
|
+
vec3 accumFog=vec3(0.0);
|
|
101
|
+
for (int i=0; i<int(NB_STEPS); i++)
|
|
102
|
+
{
|
|
103
|
+
vec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);
|
|
104
|
+
float depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);
|
|
105
|
+
float shadowPixelDepth=clamp(depthMetric,0.0,1.0);
|
|
106
|
+
worldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;
|
|
107
|
+
worldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);
|
|
108
|
+
float shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;
|
|
109
|
+
if (shadowMapValue>shadowPixelDepth)
|
|
110
|
+
accumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));
|
|
111
|
+
currentPosition+=stepL;
|
|
112
|
+
}
|
|
113
|
+
accumFog/=NB_STEPS;
|
|
114
|
+
vec3 color=accumFog*scatteringPower;
|
|
115
|
+
gl_FragColor=vec4(color*exp(color) ,1.0);
|
|
116
|
+
}
|
|
117
|
+
#endif
|
|
118
|
+
#if defined(VLSMERGE)
|
|
119
|
+
uniform sampler2D originalSampler;
|
|
120
|
+
void main(void)
|
|
121
|
+
{
|
|
122
|
+
gl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);
|
|
123
|
+
}
|
|
124
|
+
#endif
|
|
125
|
+
#if defined(LUMINANCE)
|
|
126
|
+
uniform vec2 lumOffsets[4];
|
|
127
|
+
void main()
|
|
128
|
+
{
|
|
129
|
+
float average=0.0;
|
|
130
|
+
vec4 color=vec4(0.0);
|
|
131
|
+
float maximum=-1e20;
|
|
132
|
+
vec3 weight=vec3(0.299,0.587,0.114);
|
|
133
|
+
for (int i=0; i<4; i++)
|
|
134
|
+
{
|
|
135
|
+
color=texture2D(textureSampler,vUV+ lumOffsets[i]);
|
|
136
|
+
float GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));
|
|
137
|
+
#ifdef WEIGHTED_AVERAGE
|
|
138
|
+
float GreyValue=dot(color.rgb,weight);
|
|
139
|
+
#endif
|
|
140
|
+
#ifdef BRIGHTNESS
|
|
141
|
+
float GreyValue=max(color.r,max(color.g,color.b));
|
|
142
|
+
#endif
|
|
143
|
+
#ifdef HSL_COMPONENT
|
|
144
|
+
float GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));
|
|
145
|
+
#endif
|
|
146
|
+
#ifdef MAGNITUDE
|
|
147
|
+
float GreyValue=length(color.rgb);
|
|
148
|
+
#endif
|
|
149
|
+
maximum=max(maximum,GreyValue);
|
|
150
|
+
average+=(0.25*log(1e-5+GreyValue));
|
|
151
|
+
}
|
|
152
|
+
average=exp(average);
|
|
153
|
+
gl_FragColor=vec4(average,maximum,0.0,1.0);
|
|
154
|
+
}
|
|
155
|
+
#endif
|
|
156
|
+
#if defined(LUMINANCE_DOWN_SAMPLE)
|
|
157
|
+
uniform vec2 dsOffsets[9];
|
|
158
|
+
uniform float halfDestPixelSize;
|
|
159
|
+
#ifdef FINAL_DOWN_SAMPLER
|
|
160
|
+
#include<packingFunctions>
|
|
161
|
+
#endif
|
|
162
|
+
void main()
|
|
163
|
+
{
|
|
164
|
+
vec4 color=vec4(0.0);
|
|
165
|
+
float average=0.0;
|
|
166
|
+
for (int i=0; i<9; i++)
|
|
167
|
+
{
|
|
168
|
+
color=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);
|
|
169
|
+
average+=color.r;
|
|
170
|
+
}
|
|
171
|
+
average/=9.0;
|
|
172
|
+
#ifdef FINAL_DOWN_SAMPLER
|
|
173
|
+
gl_FragColor=pack(average);
|
|
174
|
+
#else
|
|
175
|
+
gl_FragColor=vec4(average,average,0.0,1.0);
|
|
176
|
+
#endif
|
|
177
|
+
}
|
|
178
|
+
#endif
|
|
179
|
+
#if defined(HDR)
|
|
180
|
+
uniform sampler2D textureAdderSampler;
|
|
181
|
+
uniform float averageLuminance;
|
|
182
|
+
void main()
|
|
183
|
+
{
|
|
184
|
+
vec4 color=texture2D(textureAdderSampler,vUV);
|
|
185
|
+
#ifndef AUTO_EXPOSURE
|
|
186
|
+
vec4 adjustedColor=color/averageLuminance;
|
|
187
|
+
color=adjustedColor;
|
|
188
|
+
color.a=1.0;
|
|
189
|
+
#endif
|
|
190
|
+
gl_FragColor=color;
|
|
191
|
+
}
|
|
192
|
+
#endif
|
|
193
|
+
#if defined(LENS_FLARE)
|
|
194
|
+
#define GHOSTS 3
|
|
195
|
+
uniform sampler2D lensColorSampler;
|
|
196
|
+
uniform float strength;
|
|
197
|
+
uniform float ghostDispersal;
|
|
198
|
+
uniform float haloWidth;
|
|
199
|
+
uniform vec2 resolution;
|
|
200
|
+
uniform float distortionStrength;
|
|
201
|
+
float hash(vec2 p)
|
|
202
|
+
{
|
|
203
|
+
float h=dot(p,vec2(127.1,311.7));
|
|
204
|
+
return -1.0+2.0*fract(sin(h)*43758.5453123);
|
|
205
|
+
}
|
|
206
|
+
float noise(in vec2 p)
|
|
207
|
+
{
|
|
208
|
+
vec2 i=floor(p);
|
|
209
|
+
vec2 f=fract(p);
|
|
210
|
+
vec2 u=f*f*(3.0-2.0*f);
|
|
211
|
+
return mix(mix(hash(i+vec2(0.0,0.0)),
|
|
212
|
+
hash(i+vec2(1.0,0.0)),u.x),
|
|
213
|
+
mix(hash(i+vec2(0.0,1.0)),
|
|
214
|
+
hash(i+vec2(1.0,1.0)),u.x),u.y);
|
|
215
|
+
}
|
|
216
|
+
float fbm(vec2 p)
|
|
217
|
+
{
|
|
218
|
+
float f=0.0;
|
|
219
|
+
f+=0.5000*noise(p); p*=2.02;
|
|
220
|
+
f+=0.2500*noise(p); p*=2.03;
|
|
221
|
+
f+=0.1250*noise(p); p*=2.01;
|
|
222
|
+
f+=0.0625*noise(p); p*=2.04;
|
|
223
|
+
f/=0.9375;
|
|
224
|
+
return f;
|
|
225
|
+
}
|
|
226
|
+
vec3 pattern(vec2 uv)
|
|
227
|
+
{
|
|
228
|
+
vec2 p=-1.0+2.0*uv;
|
|
229
|
+
float p2=dot(p,p);
|
|
230
|
+
float f=fbm(vec2(15.0*p2))/2.0;
|
|
231
|
+
float r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));
|
|
232
|
+
float g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));
|
|
233
|
+
float b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));
|
|
234
|
+
return (1.0-f)*vec3(r,g,b);
|
|
235
|
+
}
|
|
236
|
+
float luminance(vec3 color)
|
|
237
|
+
{
|
|
238
|
+
return dot(color.rgb,vec3(0.2126,0.7152,0.0722));
|
|
239
|
+
}
|
|
240
|
+
vec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)
|
|
241
|
+
{
|
|
242
|
+
return vec4(
|
|
243
|
+
texture2D(tex,texcoord+direction*distortion.r).r,
|
|
244
|
+
texture2D(tex,texcoord+direction*distortion.g).g,
|
|
245
|
+
texture2D(tex,texcoord+direction*distortion.b).b,
|
|
246
|
+
1.0
|
|
247
|
+
);
|
|
248
|
+
}
|
|
249
|
+
void main(void)
|
|
250
|
+
{
|
|
251
|
+
vec2 uv=-vUV+vec2(1.0);
|
|
252
|
+
vec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;
|
|
253
|
+
vec2 texelSize=1.0/resolution;
|
|
254
|
+
vec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);
|
|
255
|
+
vec4 result=vec4(0.0);
|
|
256
|
+
float ghostIndice=1.0;
|
|
257
|
+
for (int i=0; i<GHOSTS; ++i)
|
|
258
|
+
{
|
|
259
|
+
vec2 offset=fract(uv+ghostDir*ghostIndice);
|
|
260
|
+
float weight=length(vec2(0.5)-offset)/length(vec2(0.5));
|
|
261
|
+
weight=pow(1.0-weight,10.0);
|
|
262
|
+
result+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;
|
|
263
|
+
ghostIndice+=1.0;
|
|
264
|
+
}
|
|
265
|
+
vec2 haloVec=normalize(ghostDir)*haloWidth;
|
|
266
|
+
float weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));
|
|
267
|
+
weight=pow(1.0-weight,10.0);
|
|
268
|
+
result+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;
|
|
269
|
+
result*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));
|
|
270
|
+
gl_FragColor=result;
|
|
271
|
+
}
|
|
272
|
+
#endif
|
|
273
|
+
#if defined(LENS_FLARE_COMPOSE)
|
|
274
|
+
uniform sampler2D otherSampler;
|
|
275
|
+
uniform sampler2D lensDirtSampler;
|
|
276
|
+
uniform sampler2D lensStarSampler;
|
|
277
|
+
uniform mat4 lensStarMatrix;
|
|
278
|
+
void main(void)
|
|
279
|
+
{
|
|
280
|
+
vec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;
|
|
281
|
+
vec4 lensMod=texture2D(lensDirtSampler,vUV);
|
|
282
|
+
lensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);
|
|
283
|
+
vec4 result=texture2D(textureSampler,vUV)*lensMod;
|
|
284
|
+
gl_FragColor=texture2D(otherSampler,vUV)+result;
|
|
285
|
+
}
|
|
286
|
+
#endif
|
|
287
|
+
#if defined(DEPTH_OF_FIELD)
|
|
288
|
+
uniform sampler2D otherSampler;
|
|
289
|
+
uniform sampler2D depthSampler;
|
|
290
|
+
uniform float distance;
|
|
291
|
+
void main(void)
|
|
292
|
+
{
|
|
293
|
+
vec4 sharp=texture2D(otherSampler,vUV);
|
|
294
|
+
vec4 blur=texture2D(textureSampler,vUV);
|
|
295
|
+
float dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);
|
|
296
|
+
float factor=0.0;
|
|
297
|
+
if (dist<0.05)
|
|
298
|
+
factor=1.0;
|
|
299
|
+
else if (dist<0.1)
|
|
300
|
+
factor=20.0*(0.1-dist);
|
|
301
|
+
else if (dist<0.5)
|
|
302
|
+
factor=0.0;
|
|
303
|
+
else
|
|
304
|
+
factor=2.0*(dist-0.5);
|
|
305
|
+
factor=clamp(factor,0.0,0.90);
|
|
306
|
+
gl_FragColor=mix(sharp,blur,factor);
|
|
307
|
+
}
|
|
308
|
+
#endif
|
|
309
|
+
#if defined(MOTION_BLUR)
|
|
310
|
+
uniform mat4 inverseViewProjection;
|
|
311
|
+
uniform mat4 prevViewProjection;
|
|
312
|
+
uniform vec2 screenSize;
|
|
313
|
+
uniform float motionScale;
|
|
314
|
+
uniform float motionStrength;
|
|
315
|
+
uniform sampler2D depthSampler;
|
|
316
|
+
void main(void)
|
|
317
|
+
{
|
|
318
|
+
vec2 texelSize=1.0/screenSize;
|
|
319
|
+
float depth=texture2D(depthSampler,vUV).r;
|
|
320
|
+
vec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);
|
|
321
|
+
cpos=cpos*inverseViewProjection;
|
|
322
|
+
vec4 ppos=cpos*prevViewProjection;
|
|
323
|
+
ppos.xyz/=ppos.w;
|
|
324
|
+
ppos.xy=ppos.xy*0.5+0.5;
|
|
325
|
+
vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;
|
|
326
|
+
float speed=length(velocity/texelSize);
|
|
327
|
+
int nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));
|
|
328
|
+
vec4 result=texture2D(textureSampler,vUV);
|
|
329
|
+
for (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {
|
|
330
|
+
if (i>=nSamples)
|
|
331
|
+
break;
|
|
332
|
+
vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);
|
|
333
|
+
result+=texture2D(textureSampler,offset1);
|
|
334
|
+
}
|
|
335
|
+
gl_FragColor=result/float(nSamples);
|
|
336
|
+
}
|
|
337
|
+
#endif
|
|
338
|
+
`;
|
|
339
|
+
e.ShadersStore[r] = t;
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
class a {
|
|
2
|
+
/**
|
|
3
|
+
* Initializes the state.
|
|
4
|
+
*/
|
|
5
|
+
constructor() {
|
|
6
|
+
this._blendFunctionParameters = new Array(4), this._blendEquationParameters = new Array(2), this._blendConstants = new Array(4), this._isBlendConstantsDirty = !1, this._alphaBlend = !1, this._isAlphaBlendDirty = !1, this._isBlendFunctionParametersDirty = !1, this._isBlendEquationParametersDirty = !1, this.reset();
|
|
7
|
+
}
|
|
8
|
+
get isDirty() {
|
|
9
|
+
return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;
|
|
10
|
+
}
|
|
11
|
+
get alphaBlend() {
|
|
12
|
+
return this._alphaBlend;
|
|
13
|
+
}
|
|
14
|
+
set alphaBlend(t) {
|
|
15
|
+
this._alphaBlend !== t && (this._alphaBlend = t, this._isAlphaBlendDirty = !0);
|
|
16
|
+
}
|
|
17
|
+
setAlphaBlendConstants(t, n, s, e) {
|
|
18
|
+
this._blendConstants[0] === t && this._blendConstants[1] === n && this._blendConstants[2] === s && this._blendConstants[3] === e || (this._blendConstants[0] = t, this._blendConstants[1] = n, this._blendConstants[2] = s, this._blendConstants[3] = e, this._isBlendConstantsDirty = !0);
|
|
19
|
+
}
|
|
20
|
+
setAlphaBlendFunctionParameters(t, n, s, e) {
|
|
21
|
+
this._blendFunctionParameters[0] === t && this._blendFunctionParameters[1] === n && this._blendFunctionParameters[2] === s && this._blendFunctionParameters[3] === e || (this._blendFunctionParameters[0] = t, this._blendFunctionParameters[1] = n, this._blendFunctionParameters[2] = s, this._blendFunctionParameters[3] = e, this._isBlendFunctionParametersDirty = !0);
|
|
22
|
+
}
|
|
23
|
+
setAlphaEquationParameters(t, n) {
|
|
24
|
+
this._blendEquationParameters[0] === t && this._blendEquationParameters[1] === n || (this._blendEquationParameters[0] = t, this._blendEquationParameters[1] = n, this._isBlendEquationParametersDirty = !0);
|
|
25
|
+
}
|
|
26
|
+
reset() {
|
|
27
|
+
this._alphaBlend = !1, this._blendFunctionParameters[0] = null, this._blendFunctionParameters[1] = null, this._blendFunctionParameters[2] = null, this._blendFunctionParameters[3] = null, this._blendEquationParameters[0] = null, this._blendEquationParameters[1] = null, this._blendConstants[0] = null, this._blendConstants[1] = null, this._blendConstants[2] = null, this._blendConstants[3] = null, this._isAlphaBlendDirty = !0, this._isBlendFunctionParametersDirty = !1, this._isBlendEquationParametersDirty = !1, this._isBlendConstantsDirty = !1;
|
|
28
|
+
}
|
|
29
|
+
apply(t) {
|
|
30
|
+
this.isDirty && (this._isAlphaBlendDirty && (this._alphaBlend ? t.enable(t.BLEND) : t.disable(t.BLEND), this._isAlphaBlendDirty = !1), this._isBlendFunctionParametersDirty && (t.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]), this._isBlendFunctionParametersDirty = !1), this._isBlendEquationParametersDirty && (t.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]), this._isBlendEquationParametersDirty = !1), this._isBlendConstantsDirty && (t.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]), this._isBlendConstantsDirty = !1));
|
|
31
|
+
}
|
|
32
|
+
}
|
|
33
|
+
export {
|
|
34
|
+
a as AlphaState
|
|
35
|
+
};
|