@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 +1,278 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const i = "lightFragment", o = `#ifdef LIGHT{X}
3
+ #if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
4
+ #else
5
+ #ifdef PBR
6
+ #ifdef SPOTLIGHT{X}
7
+ preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
8
+ #elif defined(POINTLIGHT{X})
9
+ preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
10
+ #elif defined(HEMILIGHT{X})
11
+ preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
12
+ #elif defined(DIRLIGHT{X})
13
+ preInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
14
+ #endif
15
+ preInfo.NdotV=NdotV;
16
+ #ifdef SPOTLIGHT{X}
17
+ #ifdef LIGHT_FALLOFF_GLTF{X}
18
+ preInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);
19
+ preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
20
+ #elif defined(LIGHT_FALLOFF_PHYSICAL{X})
21
+ preInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);
22
+ preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);
23
+ #elif defined(LIGHT_FALLOFF_STANDARD{X})
24
+ preInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);
25
+ preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);
26
+ #else
27
+ preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
28
+ preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
29
+ #endif
30
+ #elif defined(POINTLIGHT{X})
31
+ #ifdef LIGHT_FALLOFF_GLTF{X}
32
+ preInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);
33
+ #elif defined(LIGHT_FALLOFF_PHYSICAL{X})
34
+ preInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);
35
+ #elif defined(LIGHT_FALLOFF_STANDARD{X})
36
+ preInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);
37
+ #else
38
+ preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
39
+ #endif
40
+ #else
41
+ preInfo.attenuation=1.0;
42
+ #endif
43
+ #ifdef HEMILIGHT{X}
44
+ preInfo.roughness=roughness;
45
+ #else
46
+ preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
47
+ #endif
48
+ #ifdef IRIDESCENCE
49
+ preInfo.iridescenceIntensity=iridescenceIntensity;
50
+ #endif
51
+ #ifdef HEMILIGHT{X}
52
+ info.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);
53
+ #elif defined(SS_TRANSLUCENCY)
54
+ info.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);
55
+ #else
56
+ info.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);
57
+ #endif
58
+ #ifdef SPECULARTERM
59
+ #ifdef ANISOTROPIC
60
+ info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
61
+ #else
62
+ info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
63
+ #endif
64
+ #endif
65
+ #ifdef SHEEN
66
+ #ifdef SHEEN_LINKWITHALBEDO
67
+ preInfo.roughness=sheenOut.sheenIntensity;
68
+ #else
69
+ #ifdef HEMILIGHT{X}
70
+ preInfo.roughness=sheenOut.sheenRoughness;
71
+ #else
72
+ preInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
73
+ #endif
74
+ #endif
75
+ info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
76
+ #endif
77
+ #ifdef CLEARCOAT
78
+ #ifdef HEMILIGHT{X}
79
+ preInfo.roughness=clearcoatOut.clearCoatRoughness;
80
+ #else
81
+ preInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
82
+ #endif
83
+ info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);
84
+ #ifdef CLEARCOAT_TINT
85
+ absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);
86
+ info.diffuse*=absorption;
87
+ #ifdef SPECULARTERM
88
+ info.specular*=absorption;
89
+ #endif
90
+ #endif
91
+ info.diffuse*=info.clearCoat.w;
92
+ #ifdef SPECULARTERM
93
+ info.specular*=info.clearCoat.w;
94
+ #endif
95
+ #ifdef SHEEN
96
+ info.sheen*=info.clearCoat.w;
97
+ #endif
98
+ #endif
99
+ #else
100
+ #ifdef SPOTLIGHT{X}
101
+ info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
102
+ #elif defined(HEMILIGHT{X})
103
+ info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
104
+ #elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
105
+ info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
106
+ #endif
107
+ #endif
108
+ #ifdef PROJECTEDLIGHTTEXTURE{X}
109
+ info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});
110
+ #endif
111
+ #endif
112
+ #ifdef SHADOW{X}
113
+ #ifdef SHADOWCSM{X}
114
+ for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)
115
+ {
116
+ #ifdef SHADOWCSM_RIGHTHANDED{X}
117
+ diff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;
118
+ #else
119
+ diff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;
120
+ #endif
121
+ if (diff{X}>=0.) {
122
+ index{X}=i;
123
+ break;
124
+ }
125
+ }
126
+ #ifdef SHADOWCSMUSESHADOWMAXZ{X}
127
+ if (index{X}>=0)
128
+ #endif
129
+ {
130
+ #if defined(SHADOWPCF{X})
131
+ #if defined(SHADOWLOWQUALITY{X})
132
+ shadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
133
+ #elif defined(SHADOWMEDIUMQUALITY{X})
134
+ shadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
135
+ #else
136
+ shadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
137
+ #endif
138
+ #elif defined(SHADOWPCSS{X})
139
+ #if defined(SHADOWLOWQUALITY{X})
140
+ shadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});
141
+ #elif defined(SHADOWMEDIUMQUALITY{X})
142
+ shadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});
143
+ #else
144
+ shadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});
145
+ #endif
146
+ #else
147
+ shadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
148
+ #endif
149
+ #ifdef SHADOWCSMDEBUG{X}
150
+ shadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];
151
+ #endif
152
+ #ifndef SHADOWCSMNOBLEND{X}
153
+ float frustumLength=frustumLengths{X}[index{X}];
154
+ float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};
155
+ if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)
156
+ {
157
+ index{X}+=1;
158
+ float nextShadow=0.;
159
+ #if defined(SHADOWPCF{X})
160
+ #if defined(SHADOWLOWQUALITY{X})
161
+ nextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
162
+ #elif defined(SHADOWMEDIUMQUALITY{X})
163
+ nextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
164
+ #else
165
+ nextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
166
+ #endif
167
+ #elif defined(SHADOWPCSS{X})
168
+ #if defined(SHADOWLOWQUALITY{X})
169
+ nextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});
170
+ #elif defined(SHADOWMEDIUMQUALITY{X})
171
+ nextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});
172
+ #else
173
+ nextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});
174
+ #endif
175
+ #else
176
+ nextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
177
+ #endif
178
+ shadow=mix(nextShadow,shadow,diffRatio);
179
+ #ifdef SHADOWCSMDEBUG{X}
180
+ shadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);
181
+ #endif
182
+ }
183
+ #endif
184
+ }
185
+ #elif defined(SHADOWCLOSEESM{X})
186
+ #if defined(SHADOWCUBE{X})
187
+ shadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
188
+ #else
189
+ shadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
190
+ #endif
191
+ #elif defined(SHADOWESM{X})
192
+ #if defined(SHADOWCUBE{X})
193
+ shadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
194
+ #else
195
+ shadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
196
+ #endif
197
+ #elif defined(SHADOWPOISSON{X})
198
+ #if defined(SHADOWCUBE{X})
199
+ shadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);
200
+ #else
201
+ shadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
202
+ #endif
203
+ #elif defined(SHADOWPCF{X})
204
+ #if defined(SHADOWLOWQUALITY{X})
205
+ shadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
206
+ #elif defined(SHADOWMEDIUMQUALITY{X})
207
+ shadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
208
+ #else
209
+ shadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
210
+ #endif
211
+ #elif defined(SHADOWPCSS{X})
212
+ #if defined(SHADOWLOWQUALITY{X})
213
+ shadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
214
+ #elif defined(SHADOWMEDIUMQUALITY{X})
215
+ shadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
216
+ #else
217
+ shadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
218
+ #endif
219
+ #else
220
+ #if defined(SHADOWCUBE{X})
221
+ shadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);
222
+ #else
223
+ shadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
224
+ #endif
225
+ #endif
226
+ #ifdef SHADOWONLY
227
+ #ifndef SHADOWINUSE
228
+ #define SHADOWINUSE
229
+ #endif
230
+ globalShadow+=shadow;
231
+ shadowLightCount+=1.0;
232
+ #endif
233
+ #else
234
+ shadow=1.;
235
+ #endif
236
+ #ifndef SHADOWONLY
237
+ #ifdef CUSTOMUSERLIGHTING
238
+ diffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);
239
+ #ifdef SPECULARTERM
240
+ specularBase+=computeCustomSpecularLighting(info,specularBase,shadow);
241
+ #endif
242
+ #elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})
243
+ diffuseBase+=lightmapColor.rgb*shadow;
244
+ #ifdef SPECULARTERM
245
+ #ifndef LIGHTMAPNOSPECULAR{X}
246
+ specularBase+=info.specular*shadow*lightmapColor.rgb;
247
+ #endif
248
+ #endif
249
+ #ifdef CLEARCOAT
250
+ #ifndef LIGHTMAPNOSPECULAR{X}
251
+ clearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;
252
+ #endif
253
+ #endif
254
+ #ifdef SHEEN
255
+ #ifndef LIGHTMAPNOSPECULAR{X}
256
+ sheenBase+=info.sheen.rgb*shadow;
257
+ #endif
258
+ #endif
259
+ #else
260
+ #ifdef SHADOWCSMDEBUG{X}
261
+ diffuseBase+=info.diffuse*shadowDebug{X};
262
+ #else
263
+ diffuseBase+=info.diffuse*shadow;
264
+ #endif
265
+ #ifdef SPECULARTERM
266
+ specularBase+=info.specular*shadow;
267
+ #endif
268
+ #ifdef CLEARCOAT
269
+ clearCoatBase+=info.clearCoat.rgb*shadow;
270
+ #endif
271
+ #ifdef SHEEN
272
+ sheenBase+=info.sheen.rgb*shadow;
273
+ #endif
274
+ #endif
275
+ #endif
276
+ #endif
277
+ `;
278
+ e.IncludesShadersStore[i] = o;
@@ -0,0 +1,82 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const i = "lightFragmentDeclaration", r = `#ifdef LIGHT{X}
3
+ uniform vec4 vLightData{X};
4
+ uniform vec4 vLightDiffuse{X};
5
+ #ifdef SPECULARTERM
6
+ uniform vec4 vLightSpecular{X};
7
+ #else
8
+ vec4 vLightSpecular{X}=vec4(0.);
9
+ #endif
10
+ #ifdef SHADOW{X}
11
+ #ifdef SHADOWCSM{X}
12
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];
13
+ uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];
14
+ uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];
15
+ uniform float cascadeBlendFactor{X};
16
+ varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];
17
+ varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];
18
+ varying vec4 vPositionFromCamera{X};
19
+ #if defined(SHADOWPCSS{X})
20
+ uniform highp sampler2DArrayShadow shadowSampler{X};
21
+ uniform highp sampler2DArray depthSampler{X};
22
+ uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];
23
+ uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];
24
+ uniform float penumbraDarkness{X};
25
+ #elif defined(SHADOWPCF{X})
26
+ uniform highp sampler2DArrayShadow shadowSampler{X};
27
+ #else
28
+ uniform highp sampler2DArray shadowSampler{X};
29
+ #endif
30
+ #ifdef SHADOWCSMDEBUG{X}
31
+ const vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]
32
+ (
33
+ vec3 ( 1.5,0.0,0.0 ),
34
+ vec3 ( 0.0,1.5,0.0 ),
35
+ vec3 ( 0.0,0.0,5.5 ),
36
+ vec3 ( 1.5,0.0,5.5 ),
37
+ vec3 ( 1.5,1.5,0.0 ),
38
+ vec3 ( 1.0,1.0,1.0 ),
39
+ vec3 ( 0.0,1.0,5.5 ),
40
+ vec3 ( 0.5,3.5,0.75 )
41
+ );
42
+ vec3 shadowDebug{X};
43
+ #endif
44
+ #ifdef SHADOWCSMUSESHADOWMAXZ{X}
45
+ int index{X}=-1;
46
+ #else
47
+ int index{X}=SHADOWCSMNUM_CASCADES{X}-1;
48
+ #endif
49
+ float diff{X}=0.;
50
+ #elif defined(SHADOWCUBE{X})
51
+ uniform samplerCube shadowSampler{X};
52
+ #else
53
+ varying vec4 vPositionFromLight{X};
54
+ varying float vDepthMetric{X};
55
+ #if defined(SHADOWPCSS{X})
56
+ uniform highp sampler2DShadow shadowSampler{X};
57
+ uniform highp sampler2D depthSampler{X};
58
+ #elif defined(SHADOWPCF{X})
59
+ uniform highp sampler2DShadow shadowSampler{X};
60
+ #else
61
+ uniform sampler2D shadowSampler{X};
62
+ #endif
63
+ uniform mat4 lightMatrix{X};
64
+ #endif
65
+ uniform vec4 shadowsInfo{X};
66
+ uniform vec2 depthValues{X};
67
+ #endif
68
+ #ifdef SPOTLIGHT{X}
69
+ uniform vec4 vLightDirection{X};
70
+ uniform vec4 vLightFalloff{X};
71
+ #elif defined(POINTLIGHT{X})
72
+ uniform vec4 vLightFalloff{X};
73
+ #elif defined(HEMILIGHT{X})
74
+ uniform vec3 vLightGround{X};
75
+ #endif
76
+ #ifdef PROJECTEDLIGHTTEXTURE{X}
77
+ uniform mat4 textureProjectionMatrix{X};
78
+ uniform sampler2D projectionLightSampler{X};
79
+ #endif
80
+ #endif
81
+ `;
82
+ e.IncludesShadersStore[i] = r;
@@ -0,0 +1,81 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const i = "lightUboDeclaration", r = `#ifdef LIGHT{X}
3
+ uniform Light{X}
4
+ {
5
+ vec4 vLightData;
6
+ vec4 vLightDiffuse;
7
+ vec4 vLightSpecular;
8
+ #ifdef SPOTLIGHT{X}
9
+ vec4 vLightDirection;
10
+ vec4 vLightFalloff;
11
+ #elif defined(POINTLIGHT{X})
12
+ vec4 vLightFalloff;
13
+ #elif defined(HEMILIGHT{X})
14
+ vec3 vLightGround;
15
+ #endif
16
+ vec4 shadowsInfo;
17
+ vec2 depthValues;
18
+ } light{X};
19
+ #ifdef PROJECTEDLIGHTTEXTURE{X}
20
+ uniform mat4 textureProjectionMatrix{X};
21
+ uniform sampler2D projectionLightSampler{X};
22
+ #endif
23
+ #ifdef SHADOW{X}
24
+ #ifdef SHADOWCSM{X}
25
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];
26
+ uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];
27
+ uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];
28
+ uniform float cascadeBlendFactor{X};
29
+ varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];
30
+ varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];
31
+ varying vec4 vPositionFromCamera{X};
32
+ #if defined(SHADOWPCSS{X})
33
+ uniform highp sampler2DArrayShadow shadowSampler{X};
34
+ uniform highp sampler2DArray depthSampler{X};
35
+ uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];
36
+ uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];
37
+ uniform float penumbraDarkness{X};
38
+ #elif defined(SHADOWPCF{X})
39
+ uniform highp sampler2DArrayShadow shadowSampler{X};
40
+ #else
41
+ uniform highp sampler2DArray shadowSampler{X};
42
+ #endif
43
+ #ifdef SHADOWCSMDEBUG{X}
44
+ const vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]
45
+ (
46
+ vec3 ( 1.5,0.0,0.0 ),
47
+ vec3 ( 0.0,1.5,0.0 ),
48
+ vec3 ( 0.0,0.0,5.5 ),
49
+ vec3 ( 1.5,0.0,5.5 ),
50
+ vec3 ( 1.5,1.5,0.0 ),
51
+ vec3 ( 1.0,1.0,1.0 ),
52
+ vec3 ( 0.0,1.0,5.5 ),
53
+ vec3 ( 0.5,3.5,0.75 )
54
+ );
55
+ vec3 shadowDebug{X};
56
+ #endif
57
+ #ifdef SHADOWCSMUSESHADOWMAXZ{X}
58
+ int index{X}=-1;
59
+ #else
60
+ int index{X}=SHADOWCSMNUM_CASCADES{X}-1;
61
+ #endif
62
+ float diff{X}=0.;
63
+ #elif defined(SHADOWCUBE{X})
64
+ uniform samplerCube shadowSampler{X};
65
+ #else
66
+ varying vec4 vPositionFromLight{X};
67
+ varying float vDepthMetric{X};
68
+ #if defined(SHADOWPCSS{X})
69
+ uniform highp sampler2DShadow shadowSampler{X};
70
+ uniform highp sampler2D depthSampler{X};
71
+ #elif defined(SHADOWPCF{X})
72
+ uniform highp sampler2DShadow shadowSampler{X};
73
+ #else
74
+ uniform sampler2D shadowSampler{X};
75
+ #endif
76
+ uniform mat4 lightMatrix{X};
77
+ #endif
78
+ #endif
79
+ #endif
80
+ `;
81
+ e.IncludesShadersStore[i] = r;
@@ -0,0 +1,35 @@
1
+ import { ShaderStore as i } from "../../Engines/shaderStore.esm.js";
2
+ const e = "lightVxFragmentDeclaration", f = `#ifdef LIGHT{X}
3
+ uniform vec4 vLightData{X};
4
+ uniform vec4 vLightDiffuse{X};
5
+ #ifdef SPECULARTERM
6
+ uniform vec4 vLightSpecular{X};
7
+ #else
8
+ vec4 vLightSpecular{X}=vec4(0.);
9
+ #endif
10
+ #ifdef SHADOW{X}
11
+ #ifdef SHADOWCSM{X}
12
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];
13
+ varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];
14
+ varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];
15
+ varying vec4 vPositionFromCamera{X};
16
+ #elif defined(SHADOWCUBE{X})
17
+ #else
18
+ varying vec4 vPositionFromLight{X};
19
+ varying float vDepthMetric{X};
20
+ uniform mat4 lightMatrix{X};
21
+ #endif
22
+ uniform vec4 shadowsInfo{X};
23
+ uniform vec2 depthValues{X};
24
+ #endif
25
+ #ifdef SPOTLIGHT{X}
26
+ uniform vec4 vLightDirection{X};
27
+ uniform vec4 vLightFalloff{X};
28
+ #elif defined(POINTLIGHT{X})
29
+ uniform vec4 vLightFalloff{X};
30
+ #elif defined(HEMILIGHT{X})
31
+ uniform vec3 vLightGround{X};
32
+ #endif
33
+ #endif
34
+ `;
35
+ i.IncludesShadersStore[e] = f;
@@ -0,0 +1,34 @@
1
+ import { ShaderStore as i } from "../../Engines/shaderStore.esm.js";
2
+ const e = "lightVxUboDeclaration", t = `#ifdef LIGHT{X}
3
+ uniform Light{X}
4
+ {
5
+ vec4 vLightData;
6
+ vec4 vLightDiffuse;
7
+ vec4 vLightSpecular;
8
+ #ifdef SPOTLIGHT{X}
9
+ vec4 vLightDirection;
10
+ vec4 vLightFalloff;
11
+ #elif defined(POINTLIGHT{X})
12
+ vec4 vLightFalloff;
13
+ #elif defined(HEMILIGHT{X})
14
+ vec3 vLightGround;
15
+ #endif
16
+ vec4 shadowsInfo;
17
+ vec2 depthValues;
18
+ } light{X};
19
+ #ifdef SHADOW{X}
20
+ #ifdef SHADOWCSM{X}
21
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];
22
+ varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];
23
+ varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];
24
+ varying vec4 vPositionFromCamera{X};
25
+ #elif defined(SHADOWCUBE{X})
26
+ #else
27
+ varying vec4 vPositionFromLight{X};
28
+ varying float vDepthMetric{X};
29
+ uniform mat4 lightMatrix{X};
30
+ #endif
31
+ #endif
32
+ #endif
33
+ `;
34
+ i.IncludesShadersStore[e] = t;
@@ -0,0 +1,93 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const t = "lightsFragmentFunctions", o = `struct lightingInfo
3
+ {
4
+ vec3 diffuse;
5
+ #ifdef SPECULARTERM
6
+ vec3 specular;
7
+ #endif
8
+ #ifdef NDOTL
9
+ float ndl;
10
+ #endif
11
+ };
12
+ lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
13
+ lightingInfo result;
14
+ vec3 lightVectorW;
15
+ float attenuation=1.0;
16
+ if (lightData.w==0.)
17
+ {
18
+ vec3 direction=lightData.xyz-vPositionW;
19
+ attenuation=max(0.,1.0-length(direction)/range);
20
+ lightVectorW=normalize(direction);
21
+ }
22
+ else
23
+ {
24
+ lightVectorW=normalize(-lightData.xyz);
25
+ }
26
+ float ndl=max(0.,dot(vNormal,lightVectorW));
27
+ #ifdef NDOTL
28
+ result.ndl=ndl;
29
+ #endif
30
+ result.diffuse=ndl*diffuseColor*attenuation;
31
+ #ifdef SPECULARTERM
32
+ vec3 angleW=normalize(viewDirectionW+lightVectorW);
33
+ float specComp=max(0.,dot(vNormal,angleW));
34
+ specComp=pow(specComp,max(1.,glossiness));
35
+ result.specular=specComp*specularColor*attenuation;
36
+ #endif
37
+ return result;
38
+ }
39
+ lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
40
+ lightingInfo result;
41
+ vec3 direction=lightData.xyz-vPositionW;
42
+ vec3 lightVectorW=normalize(direction);
43
+ float attenuation=max(0.,1.0-length(direction)/range);
44
+ float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));
45
+ if (cosAngle>=lightDirection.w)
46
+ {
47
+ cosAngle=max(0.,pow(cosAngle,lightData.w));
48
+ attenuation*=cosAngle;
49
+ float ndl=max(0.,dot(vNormal,lightVectorW));
50
+ #ifdef NDOTL
51
+ result.ndl=ndl;
52
+ #endif
53
+ result.diffuse=ndl*diffuseColor*attenuation;
54
+ #ifdef SPECULARTERM
55
+ vec3 angleW=normalize(viewDirectionW+lightVectorW);
56
+ float specComp=max(0.,dot(vNormal,angleW));
57
+ specComp=pow(specComp,max(1.,glossiness));
58
+ result.specular=specComp*specularColor*attenuation;
59
+ #endif
60
+ return result;
61
+ }
62
+ result.diffuse=vec3(0.);
63
+ #ifdef SPECULARTERM
64
+ result.specular=vec3(0.);
65
+ #endif
66
+ #ifdef NDOTL
67
+ result.ndl=0.;
68
+ #endif
69
+ return result;
70
+ }
71
+ lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {
72
+ lightingInfo result;
73
+ float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;
74
+ #ifdef NDOTL
75
+ result.ndl=ndl;
76
+ #endif
77
+ result.diffuse=mix(groundColor,diffuseColor,ndl);
78
+ #ifdef SPECULARTERM
79
+ vec3 angleW=normalize(viewDirectionW+lightData.xyz);
80
+ float specComp=max(0.,dot(vNormal,angleW));
81
+ specComp=pow(specComp,max(1.,glossiness));
82
+ result.specular=specComp*specularColor;
83
+ #endif
84
+ return result;
85
+ }
86
+ #define inline
87
+ vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){
88
+ vec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);
89
+ strq/=strq.w;
90
+ vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;
91
+ return textureColor;
92
+ }`;
93
+ e.IncludesShadersStore[t] = o;
@@ -0,0 +1,7 @@
1
+ import { ShaderStore as t } from "../../Engines/shaderStore.esm.js";
2
+ const e = "logDepthDeclaration", o = `#ifdef LOGARITHMICDEPTH
3
+ uniform float logarithmicDepthConstant;
4
+ varying float vFragmentDepth;
5
+ #endif
6
+ `;
7
+ t.IncludesShadersStore[e] = o;
@@ -0,0 +1,6 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const t = "logDepthFragment", r = `#ifdef LOGARITHMICDEPTH
3
+ gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
4
+ #endif
5
+ `;
6
+ e.IncludesShadersStore[t] = r;
@@ -0,0 +1,7 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const t = "logDepthVertex", o = `#ifdef LOGARITHMICDEPTH
3
+ vFragmentDepth=1.0+gl_Position.w;
4
+ gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;
5
+ #endif
6
+ `;
7
+ e.IncludesShadersStore[t] = o;
@@ -0,0 +1,6 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const a = "mainUVVaryingDeclaration", n = `#ifdef MAINUV{X}
3
+ varying vec2 vMainUV{X};
4
+ #endif
5
+ `;
6
+ e.IncludesShadersStore[a] = n;
@@ -0,0 +1,15 @@
1
+ import { ShaderStore as o } from "../../Engines/shaderStore.esm.js";
2
+ const i = "meshUboDeclaration", e = `#ifdef WEBGL2
3
+ uniform mat4 world;
4
+ uniform float visibility;
5
+ #else
6
+ layout(std140,column_major) uniform;
7
+ uniform Mesh
8
+ {
9
+ mat4 world;
10
+ float visibility;
11
+ };
12
+ #endif
13
+ #define WORLD_UBO
14
+ `;
15
+ o.IncludesShadersStore[i] = e;
@@ -0,0 +1,32 @@
1
+ import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
2
+ const r = "morphTargetsVertex", t = `#ifdef MORPHTARGETS
3
+ #ifdef MORPHTARGETS_TEXTURE
4
+ vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
5
+ positionUpdated+=(readVector3FromRawSampler({X},vertexID)-position)*morphTargetInfluences[{X}];
6
+ vertexID+=1.0;
7
+ #ifdef MORPHTARGETS_NORMAL
8
+ normalUpdated+=(readVector3FromRawSampler({X},vertexID) -normal)*morphTargetInfluences[{X}];
9
+ vertexID+=1.0;
10
+ #endif
11
+ #ifdef MORPHTARGETS_UV
12
+ uvUpdated+=(readVector3FromRawSampler({X},vertexID).xy-uv)*morphTargetInfluences[{X}];
13
+ vertexID+=1.0;
14
+ #endif
15
+ #ifdef MORPHTARGETS_TANGENT
16
+ tangentUpdated.xyz+=(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*morphTargetInfluences[{X}];
17
+ #endif
18
+ #else
19
+ positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
20
+ #ifdef MORPHTARGETS_NORMAL
21
+ normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
22
+ #endif
23
+ #ifdef MORPHTARGETS_TANGENT
24
+ tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
25
+ #endif
26
+ #ifdef MORPHTARGETS_UV
27
+ uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
28
+ #endif
29
+ #endif
30
+ #endif
31
+ `;
32
+ e.IncludesShadersStore[r] = t;