@spiffcommerce/preview 3.6.2-rc.8 → 4.0.0

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Files changed (45) hide show
  1. package/dist/index.esm.js +1576 -38
  2. package/dist/index.umd.js +1 -0
  3. package/package.json +4 -6
  4. package/dist/_tslib.esm.js +0 -33
  5. package/dist/animation.esm.js +0 -1364
  6. package/dist/assetCache.esm.js +0 -6
  7. package/dist/assetCache.esm2.js +0 -825
  8. package/dist/blurPostProcess.esm.js +0 -327
  9. package/dist/bumpVertex.esm.js +0 -497
  10. package/dist/compatibilityOptions.esm.js +0 -68
  11. package/dist/configuration.esm.js +0 -121
  12. package/dist/core.esm.js +0 -8135
  13. package/dist/dynamicTexture.esm.js +0 -105
  14. package/dist/dynamicTexture.esm2.js +0 -238
  15. package/dist/easing.esm.js +0 -130
  16. package/dist/effectFallbacks.esm.js +0 -378
  17. package/dist/engine.esm.js +0 -25504
  18. package/dist/glbLoaderExtensions.esm.js +0 -690
  19. package/dist/glowLayer.esm.js +0 -1621
  20. package/dist/glowLayerManager.esm.js +0 -50
  21. package/dist/guid.esm.js +0 -21
  22. package/dist/hdrFilteringFunctions.esm.js +0 -816
  23. package/dist/helperFunctions.esm.js +0 -5145
  24. package/dist/material.esm.js +0 -115
  25. package/dist/material.esm2.js +0 -5245
  26. package/dist/math.axis.esm.js +0 -35
  27. package/dist/math.color.esm.js +0 -1661
  28. package/dist/math.path.esm.js +0 -15
  29. package/dist/math.size.esm.js +0 -137
  30. package/dist/mesh.esm.js +0 -11170
  31. package/dist/modelContainer.esm.js +0 -1895
  32. package/dist/node.esm.js +0 -795
  33. package/dist/pbrBRDFFunctions.esm.js +0 -124
  34. package/dist/pbrMaterial.esm.js +8 -8739
  35. package/dist/productAnimations.esm.js +0 -182
  36. package/dist/productCamera.esm.js +0 -14
  37. package/dist/productCamera.esm2.js +0 -3870
  38. package/dist/renderConstants.esm.js +0 -116
  39. package/dist/renderingPipeline.esm.js +0 -18
  40. package/dist/renderingPipeline.esm2.js +1 -3594
  41. package/dist/sceneLoaderFlags.esm.js +0 -51
  42. package/dist/types.esm.js +0 -30
  43. package/dist/variants.esm.js +0 -16
  44. package/dist/variants.esm2.js +0 -3097
  45. package/dist/webRequest.esm.js +0 -7777
@@ -1,122 +0,0 @@
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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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-
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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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- /**
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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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-
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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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-
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- export { PassPostProcess as P };