@spiffcommerce/preview 3.6.2-rc.8 → 4.0.0
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/index.esm.js +1576 -38
- package/dist/index.umd.js +1 -0
- package/package.json +4 -6
- package/dist/_tslib.esm.js +0 -33
- package/dist/animation.esm.js +0 -1364
- package/dist/assetCache.esm.js +0 -6
- package/dist/assetCache.esm2.js +0 -825
- package/dist/blurPostProcess.esm.js +0 -327
- package/dist/bumpVertex.esm.js +0 -497
- package/dist/compatibilityOptions.esm.js +0 -68
- package/dist/configuration.esm.js +0 -121
- package/dist/core.esm.js +0 -8135
- package/dist/dynamicTexture.esm.js +0 -105
- package/dist/dynamicTexture.esm2.js +0 -238
- package/dist/easing.esm.js +0 -130
- package/dist/effectFallbacks.esm.js +0 -378
- package/dist/engine.esm.js +0 -25504
- package/dist/glbLoaderExtensions.esm.js +0 -690
- package/dist/glowLayer.esm.js +0 -1621
- package/dist/glowLayerManager.esm.js +0 -50
- package/dist/guid.esm.js +0 -21
- package/dist/hdrFilteringFunctions.esm.js +0 -816
- package/dist/helperFunctions.esm.js +0 -5145
- package/dist/material.esm.js +0 -115
- package/dist/material.esm2.js +0 -5245
- package/dist/math.axis.esm.js +0 -35
- package/dist/math.color.esm.js +0 -1661
- package/dist/math.path.esm.js +0 -15
- package/dist/math.size.esm.js +0 -137
- package/dist/mesh.esm.js +0 -11170
- package/dist/modelContainer.esm.js +0 -1895
- package/dist/node.esm.js +0 -795
- package/dist/pbrBRDFFunctions.esm.js +0 -124
- package/dist/pbrMaterial.esm.js +8 -8739
- package/dist/productAnimations.esm.js +0 -182
- package/dist/productCamera.esm.js +0 -14
- package/dist/productCamera.esm2.js +0 -3870
- package/dist/renderConstants.esm.js +0 -116
- package/dist/renderingPipeline.esm.js +0 -18
- package/dist/renderingPipeline.esm2.js +1 -3594
- package/dist/sceneLoaderFlags.esm.js +0 -51
- package/dist/types.esm.js +0 -30
- package/dist/variants.esm.js +0 -16
- package/dist/variants.esm2.js +0 -3097
- package/dist/webRequest.esm.js +0 -7777
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import { P as PostProcess } from './helperFunctions.esm.js';
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import { e as ShaderStore, E as Engine } from './engine.esm.js';
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import { R as RegisterClass } from './math.color.esm.js';
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import { S as SerializationHelper } from './webRequest.esm.js';
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// Do not edit.
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const name$1 = "passCubePixelShader";
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const shader$1 = `varying vec2 vUV;
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void main(void)
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gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));
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#ifdef NEGATIVEX
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gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));
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#ifdef POSITIVEY
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gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));
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#ifdef NEGATIVEY
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gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));
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#ifdef POSITIVEZ
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gl_FragColor=textureCube(textureSampler,vec3(uv,1.001));
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#ifdef NEGATIVEZ
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gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name$1] = shader$1;
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/**
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* PassPostProcess which produces an output the same as it's input
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*/
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class PassPostProcess extends PostProcess {
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/**
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* Gets a string identifying the name of the class
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* @returns "PassPostProcess" string
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*/
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getClassName() {
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return "PassPostProcess";
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}
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/**
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* Creates the PassPostProcess
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* @param name The name of the effect.
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* @param options The required width/height ratio to downsize to before computing the render pass.
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* @param camera The camera to apply the render pass to.
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* @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
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* @param engine The engine which the post process will be applied. (default: current engine)
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* @param reusable If the post process can be reused on the same frame. (default: false)
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* @param textureType The type of texture to be used when performing the post processing.
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* @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
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*/
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constructor(name, options, camera = null, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
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super(name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation);
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}
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/**
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* @internal
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*/
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static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
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return SerializationHelper.Parse(() => {
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return new PassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, parsedPostProcess._engine, parsedPostProcess.reusable);
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}, parsedPostProcess, scene, rootUrl);
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}
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}
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RegisterClass("BABYLON.PassPostProcess", PassPostProcess);
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Engine._RescalePostProcessFactory = (engine) => {
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return new PassPostProcess("rescale", 1, null, 2, engine, false, 0);
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};
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// Do not edit.
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const name = "pbrBRDFFunctions";
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const shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
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#ifdef MS_BRDF_ENERGY_CONSERVATION
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vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {
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#ifdef ENVIRONMENTBRDF
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vec3 getBRDFLookup(float NdotV,float perceptualRoughness) {
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brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
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return brdfLookup.rgb;
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vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
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vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
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return reflectance;
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vec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);
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vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;
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return reflectance;
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/* NOT USED
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float getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)
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*/
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vec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
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#if defined(SHEEN) && defined(ENVIRONMENTBRDF)
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/**
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vec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)
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vec3 getR0RemappedForClearCoat(vec3 f0) {
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#ifdef MOBILE
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return saturate(f0*(f0*0.526868+0.529324)-0.0482256);
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return saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);
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#else
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vec3 s=sqrt(f0);
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}
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#ifdef IRIDESCENCE
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const mat3 XYZ_TO_REC709=mat3(
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1.5371385, 1.8760108,-0.2040259,
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0.4985314, 0.0415560, 1.0572252
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float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)
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float normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)
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#ifdef ANISOTROPIC
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float normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {
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#ifdef BRDF_V_HEIGHT_CORRELATED
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float smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {
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float GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);
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float a2=alphaG*alphaG;
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}
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float smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)
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return 1.0/(dot+alphaG+(1.0-alphaG)*dot ));
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float alphaSquared=alphaG*alphaG;
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}
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#ifdef ANISOTROPIC
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float smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {
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#ifdef CLEARCOAT
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float visibility_Kelemen(float VdotH) {
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#ifdef SHEEN
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float visibility_Ashikhmin(float NdotL,float NdotV)
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float l(float x,float alphaG)
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*/
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float diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {
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vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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export { PassPostProcess as P };
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