@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
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import { ShaderStore as e } from "../../Engines/shaderStore.esm.js";
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const i = "lightFragment", o = `#ifdef LIGHT{X}
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#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
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#else
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#ifdef PBR
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#ifdef SPOTLIGHT{X}
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preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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#elif defined(POINTLIGHT{X})
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preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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#elif defined(HEMILIGHT{X})
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preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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#elif defined(DIRLIGHT{X})
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preInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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#endif
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preInfo.NdotV=NdotV;
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#ifdef SPOTLIGHT{X}
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#ifdef LIGHT_FALLOFF_GLTF{X}
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preInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);
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preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
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#elif defined(LIGHT_FALLOFF_PHYSICAL{X})
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preInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);
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preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);
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#elif defined(LIGHT_FALLOFF_STANDARD{X})
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preInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);
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preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);
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#else
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preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
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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);
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#endif
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#elif defined(POINTLIGHT{X})
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#ifdef LIGHT_FALLOFF_GLTF{X}
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preInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);
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#elif defined(LIGHT_FALLOFF_PHYSICAL{X})
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preInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);
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#elif defined(LIGHT_FALLOFF_STANDARD{X})
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preInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);
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#else
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preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
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#endif
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#else
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preInfo.attenuation=1.0;
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#endif
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#ifdef HEMILIGHT{X}
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preInfo.roughness=roughness;
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#else
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preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
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#endif
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#ifdef IRIDESCENCE
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preInfo.iridescenceIntensity=iridescenceIntensity;
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#endif
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#ifdef HEMILIGHT{X}
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info.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);
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#elif defined(SS_TRANSLUCENCY)
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info.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);
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#else
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info.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);
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#endif
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#ifdef SPECULARTERM
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#ifdef ANISOTROPIC
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info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
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#else
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info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
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#endif
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#endif
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#ifdef SHEEN
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#ifdef SHEEN_LINKWITHALBEDO
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preInfo.roughness=sheenOut.sheenIntensity;
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#else
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#ifdef HEMILIGHT{X}
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preInfo.roughness=sheenOut.sheenRoughness;
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#else
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preInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
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#endif
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#endif
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info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
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#endif
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#ifdef CLEARCOAT
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#ifdef HEMILIGHT{X}
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preInfo.roughness=clearcoatOut.clearCoatRoughness;
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#else
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preInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
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#endif
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info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);
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#ifdef CLEARCOAT_TINT
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absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);
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info.diffuse*=absorption;
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#ifdef SPECULARTERM
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info.specular*=absorption;
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#endif
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#endif
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info.diffuse*=info.clearCoat.w;
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#ifdef SPECULARTERM
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info.specular*=info.clearCoat.w;
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#endif
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#ifdef SHEEN
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info.sheen*=info.clearCoat.w;
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#endif
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#endif
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#else
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#ifdef SPOTLIGHT{X}
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info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
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#elif defined(HEMILIGHT{X})
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info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
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#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
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info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
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#endif
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#endif
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#ifdef PROJECTEDLIGHTTEXTURE{X}
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info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});
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#endif
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#endif
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)
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{
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#ifdef SHADOWCSM_RIGHTHANDED{X}
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diff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;
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#else
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diff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;
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#endif
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if (diff{X}>=0.) {
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index{X}=i;
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break;
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}
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}
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#ifdef SHADOWCSMUSESHADOWMAXZ{X}
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if (index{X}>=0)
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#endif
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{
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#if defined(SHADOWPCF{X})
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#if defined(SHADOWLOWQUALITY{X})
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shadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
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#elif defined(SHADOWMEDIUMQUALITY{X})
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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);
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#else
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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);
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#endif
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#elif defined(SHADOWPCSS{X})
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#if defined(SHADOWLOWQUALITY{X})
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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});
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#elif defined(SHADOWMEDIUMQUALITY{X})
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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});
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#else
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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});
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#endif
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#else
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shadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
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#endif
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#ifdef SHADOWCSMDEBUG{X}
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shadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];
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#endif
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#ifndef SHADOWCSMNOBLEND{X}
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float frustumLength=frustumLengths{X}[index{X}];
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float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};
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if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)
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{
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index{X}+=1;
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float nextShadow=0.;
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#if defined(SHADOWPCF{X})
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#if defined(SHADOWLOWQUALITY{X})
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nextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
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#elif defined(SHADOWMEDIUMQUALITY{X})
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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);
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#else
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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);
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#endif
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#elif defined(SHADOWPCSS{X})
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#if defined(SHADOWLOWQUALITY{X})
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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});
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#elif defined(SHADOWMEDIUMQUALITY{X})
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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});
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#else
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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});
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#endif
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#else
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nextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
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#endif
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shadow=mix(nextShadow,shadow,diffRatio);
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#ifdef SHADOWCSMDEBUG{X}
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shadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);
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#endif
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}
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#endif
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}
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#elif defined(SHADOWCLOSEESM{X})
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#if defined(SHADOWCUBE{X})
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shadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
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#else
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shadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
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#endif
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#elif defined(SHADOWESM{X})
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#if defined(SHADOWCUBE{X})
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shadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
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#else
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|
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;
|
package/dist/node_modules/@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.esm.js
ADDED
|
@@ -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;
|
package/dist/node_modules/@babylonjs/core/Shaders/ShadersInclude/lightVxFragmentDeclaration.esm.js
ADDED
|
@@ -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;
|
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@@ -0,0 +1,34 @@
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1
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+
import { ShaderStore as i } from "../../Engines/shaderStore.esm.js";
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2
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+
const e = "lightVxUboDeclaration", t = `#ifdef LIGHT{X}
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3
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+
uniform Light{X}
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4
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+
{
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5
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+
vec4 vLightData;
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6
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+
vec4 vLightDiffuse;
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7
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+
vec4 vLightSpecular;
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8
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+
#ifdef SPOTLIGHT{X}
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9
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+
vec4 vLightDirection;
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10
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+
vec4 vLightFalloff;
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11
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+
#elif defined(POINTLIGHT{X})
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12
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+
vec4 vLightFalloff;
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13
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+
#elif defined(HEMILIGHT{X})
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14
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+
vec3 vLightGround;
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15
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+
#endif
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16
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+
vec4 shadowsInfo;
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17
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+
vec2 depthValues;
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18
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+
} light{X};
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19
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+
#ifdef SHADOW{X}
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20
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+
#ifdef SHADOWCSM{X}
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21
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+
uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];
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22
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+
varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];
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23
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+
varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];
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24
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+
varying vec4 vPositionFromCamera{X};
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25
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+
#elif defined(SHADOWCUBE{X})
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26
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+
#else
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27
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+
varying vec4 vPositionFromLight{X};
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28
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+
varying float vDepthMetric{X};
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29
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+
uniform mat4 lightMatrix{X};
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30
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+
#endif
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31
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+
#endif
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32
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+
#endif
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33
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+
`;
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34
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+
i.IncludesShadersStore[e] = t;
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package/dist/node_modules/@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.esm.js
ADDED
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@@ -0,0 +1,93 @@
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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 t = "lightsFragmentFunctions", o = `struct lightingInfo
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3
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+
{
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4
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+
vec3 diffuse;
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5
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+
#ifdef SPECULARTERM
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|
6
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+
vec3 specular;
|
|
7
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+
#endif
|
|
8
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+
#ifdef NDOTL
|
|
9
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+
float ndl;
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|
10
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+
#endif
|
|
11
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+
};
|
|
12
|
+
lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
|
|
13
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+
lightingInfo result;
|
|
14
|
+
vec3 lightVectorW;
|
|
15
|
+
float attenuation=1.0;
|
|
16
|
+
if (lightData.w==0.)
|
|
17
|
+
{
|
|
18
|
+
vec3 direction=lightData.xyz-vPositionW;
|
|
19
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+
attenuation=max(0.,1.0-length(direction)/range);
|
|
20
|
+
lightVectorW=normalize(direction);
|
|
21
|
+
}
|
|
22
|
+
else
|
|
23
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+
{
|
|
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 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 +1,15 @@
|
|
|
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;
|