@woosh/meep-engine 2.138.13 → 2.138.16
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/build/bundle-worker-image-decoder.js +1 -1
- package/package.json +1 -1
- package/samples/terrain/from_image_2.js +2 -10
- package/src/engine/asset/loaders/image/ImageDecoderWorker.js +1 -1
- package/src/engine/asset/loaders/image/ImageRGBADataLoader.d.ts.map +1 -1
- package/src/engine/asset/loaders/image/ImageRGBADataLoader.js +6 -1
- package/src/engine/asset/loaders/image/png/PNGReader.d.ts +1 -99
- package/src/engine/asset/loaders/image/png/PNGReader.d.ts.map +1 -1
- package/src/engine/asset/loaders/image/png/PNGReader.js +31 -420
- package/src/engine/asset/loaders/image/png/chunk/png_chunk_decode_iTXt.d.ts +12 -0
- package/src/engine/asset/loaders/image/png/chunk/png_chunk_decode_iTXt.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/chunk/png_chunk_decode_iTXt.js +53 -0
- package/src/engine/asset/loaders/image/png/chunk/png_chunk_decode_zTXt.d.ts +10 -0
- package/src/engine/asset/loaders/image/png/chunk/png_chunk_decode_zTXt.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/chunk/png_chunk_decode_zTXt.js +42 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterAverage.d.ts +18 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterAverage.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterAverage.js +59 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterNone.d.ts +17 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterNone.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterNone.js +55 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterPaeth.d.ts +17 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterPaeth.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterPaeth.js +74 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterSub.d.ts +15 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterSub.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterSub.js +34 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterUp.d.ts +16 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterUp.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/filter/png_filter_unFilterUp.js +46 -0
- package/src/engine/asset/loaders/image/png/inflate.d.ts +7 -0
- package/src/engine/asset/loaders/image/png/inflate.d.ts.map +1 -0
- package/src/engine/asset/loaders/image/png/inflate.js +20 -0
- package/src/engine/ecs/terrain/ecs/Terrain.js +1 -1
- package/src/engine/ecs/terrain/ecs/splat/SplatMapping.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/splat/SplatMapping.js +32 -9
- package/src/engine/graphics/impostors/octahedral/prototypeBaker.js +202 -8
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderDepthV0.d.ts +10 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderDepthV0.d.ts.map +1 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderDepthV0.js +418 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderLitV0.d.ts +14 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderLitV0.d.ts.map +1 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderLitV0.js +757 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderNormalsV0.d.ts +13 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderNormalsV0.d.ts.map +1 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderNormalsV0.js +380 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderPerPixelV0.d.ts +6 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderPerPixelV0.d.ts.map +1 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderPerPixelV0.js +406 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.d.ts.map +1 -1
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.js +8 -1
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderViewportDepthV0.d.ts +14 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderViewportDepthV0.d.ts.map +1 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderViewportDepthV0.js +356 -0
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderWireframeV0.d.ts.map +1 -1
- package/src/engine/graphics/impostors/octahedral/shader/ImpostorShaderWireframeV0.js +4 -1
- package/src/engine/graphics/shaders/TerrainShader.js +2 -2
- package/src/engine/intelligence/mcts/MonteCarlo.d.ts +35 -4
- package/src/engine/intelligence/mcts/MonteCarlo.d.ts.map +1 -1
- package/src/engine/intelligence/mcts/MonteCarlo.js +101 -31
- package/src/engine/intelligence/mcts/StateNode.d.ts +47 -24
- package/src/engine/intelligence/mcts/StateNode.d.ts.map +1 -1
- package/src/engine/intelligence/mcts/StateNode.js +364 -316
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@@ -22,7 +22,12 @@ import { ShadedGeometryFlags } from "../../ecs/mesh-v2/ShadedGeometryFlags.js";
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import { ShadedGeometrySystem } from "../../ecs/mesh-v2/ShadedGeometrySystem.js";
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import { ImpostorBaker } from "./ImpostorBaker.js";
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import { ImpostorCaptureType } from "./ImpostorCaptureType.js";
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import { ImpostorShaderDepthV0 } from "./shader/ImpostorShaderDepthV0.js";
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import { ImpostorShaderLitV0 } from "./shader/ImpostorShaderLitV0.js";
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import { ImpostorShaderNormalsV0 } from "./shader/ImpostorShaderNormalsV0.js";
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import { ImpostorShaderPerPixelV0 } from "./shader/ImpostorShaderPerPixelV0.js";
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import { ImpostorShaderV0 } from "./shader/ImpostorShaderV0.js";
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import { ImpostorShaderViewportDepthV0 } from "./shader/ImpostorShaderViewportDepthV0.js";
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import { ImpostorShaderWireframeV0 } from "./shader/ImpostorShaderWireframeV0.js";
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import { build_geometry_from_cutout_shape } from "./util/build_geometry_from_cutout_shape.js";
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import { load_mesh_for_bake } from "./util/load_mesh_for_bake.js";
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@@ -42,6 +47,13 @@ async function main(engine) {
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enableLights: true,
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enableShadows: true,
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cameraAutoClip: true,
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// Default terrain is 20x20 (size 10 * gridScale 2). The impostor
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// lineup below stretches x=10..25, so widen the plane to fit
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// everything plus a small margin on each side.
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terrainSize: new Vector2(18, 12),
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// Recentre the camera focus on the lineup's midpoint so the
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// wider terrain is framed correctly rather than slid off-screen.
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focus: new Vector3(17, 0, 10),
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});
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@@ -73,7 +85,7 @@ async function main(engine) {
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const id = baker.bake({
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objects,
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frames: 32,
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resolution: 1024,
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resolution: 1024*8,
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type: ImpostorCaptureType.FullSphere
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});
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// console.profileEnd('bake');
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.add(GUIElement.fromView(ctrl))
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// .build(ecd);
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// build out preview scene
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// build out preview scene: lay out the five variants side-by-side
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// (V0 / per-pixel V0 / lit / world-normal viz / true mesh) so they
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// share the same scene lighting and the differences are easy to
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// compare. The normals viz sits next to lit because it shows exactly
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// what the lit shader is feeding to the lighting equations — handy
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// for diagnosing wrong-looking shading.
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const t0 = Transform.fromJSON({
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position: { x: 10, y: 0.5, z: 10 },
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scale: 3,
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@@ -104,15 +121,45 @@ async function main(engine) {
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t0.scale.setScalar(3 / (id.sphere_radius * 2));
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// Slot 0: original V0 + its wireframe overlay.
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const entity_impostor = make_impostor_entity(id, t0);
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entity_impostor.build(ecd);
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const entity_impostor_wireframe = make_impostor_wireframe(id, t0);
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entity_impostor_wireframe.build(ecd);
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-
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-
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// Slot 1: per-pixel projection variant (visually identical to V0).
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const t_per_pixel = new Transform();
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t_per_pixel.copy(t0);
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t_per_pixel.position._add(3, 0, 0);
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make_impostor_per_pixel_entity(id, t_per_pixel).build(ecd);
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// Slot 2: lit variant — only one that responds to scene lights and
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// receives shadows from neighbours.
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const t_lit = new Transform();
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t_lit.copy(t0);
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t_lit.position._add(6, 0, 0);
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make_impostor_lit_entity(id, t_lit).build(ecd);
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// Slot 3: world-space normal viz (debug pair for the lit variant).
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const t_normals = new Transform();
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t_normals.copy(t0);
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t_normals.position._add(9, 0, 0);
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make_impostor_normals_entity(id, t_normals).build(ecd);
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// Slot 4: viewport-depth viz — shows the parallax surface's
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// gl_FragCoord.z-equivalent as grayscale. Same construction the
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// caster's gl_FragDepth uses; useful for spotting where the lit
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// shader's shadow coord diverges from what the shadow map holds.
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const t_depth = new Transform();
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t_depth.copy(t0);
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t_depth.position._add(12, 0, 0);
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make_impostor_viewport_depth_entity(id, t_depth).build(ecd);
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// Slot 5: original mesh as ground-truth reference.
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const t_truth = new Transform();
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t_truth.copy(t0);
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t_truth.position._add(15, 0, 0);
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const sg_mesh = SGMesh.fromURL(path);
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const entity_true_mesh = new Entity();
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entity_true_mesh
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.add(sg_mesh)
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.add(
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.add(t_truth)
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.build(ecd);
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/**
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*
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* @param {{tBase,tGeometry,uFrames,uOffset,uRadius,uIsFullSphere}} uniforms
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* @param {{tBase,tGeometry,uFrames,uOffset,uRadius,uIsFullSphere,tMaterial?}} uniforms
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* @param {ImpostorDescription} id
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*/
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function write_impostor_definition_to_material_uniforms(uniforms, id) {
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uniforms.uOffset.value.set(id.offset[0], id.offset[1], id.offset[2]);
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uniforms.uRadius.value = id.sphere_radius;
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uniforms.uIsFullSphere.value = id.capture_type === ImpostorCaptureType.FullSphere;
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// ORM texture is only consumed by the lit shader; older variants
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// declare the uniform but never read it, so the assignment is harmless.
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if (uniforms.tMaterial !== undefined) {
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uniforms.tMaterial.value = id.rt.texture[2];
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}
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}
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function make_impostor_wireframe(id, t = new Transform()) {
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;
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}
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/**
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* Build a `depth_material` instance for shadow casting that mirrors the
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* card geometry of whichever colour material we're using. Pulling this
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* out keeps the per-variant factories below short.
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*
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* @param {ImpostorDescription} id
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*/
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function make_impostor_depth_material(id) {
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const depth_mat = new ImpostorShaderDepthV0();
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write_impostor_definition_to_material_uniforms(depth_mat.uniforms, id);
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return depth_mat;
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}
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/**
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*
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const sg = ShadedGeometry.from(build_geometry_from_cutout_shape(id.cutout), mat);
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// V0 is unlit so it has no shadow to receive; it can still CAST a
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// shadow using ImpostorShaderDepthV0, which traces the same parallax
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// surface so the silhouette matches.
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sg.depth_material = make_impostor_depth_material(id);
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sg.clearFlag(ShadedGeometryFlags.ReceiveShadow);
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return new Entity()
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.add(transform)
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.add(sg)
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;
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}
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/**
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* Same as {@link make_impostor_entity} but with the per-pixel projection
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* variant. Visually identical at the same camera distance — the difference
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* is purely where the projection math runs on the GPU.
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*
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* @param {Transform} t
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* @returns {Entity}
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*/
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function make_impostor_per_pixel_entity(id, t = new Transform()) {
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const mat = new ImpostorShaderPerPixelV0();
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write_impostor_definition_to_material_uniforms(mat.uniforms, id);
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const transform = new Transform();
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transform.copy(t);
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const sg = ShadedGeometry.from(build_geometry_from_cutout_shape(id.cutout), mat);
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sg.depth_material = make_impostor_depth_material(id);
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sg.clearFlag(ShadedGeometryFlags.ReceiveShadow);
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return new Entity()
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.add(transform)
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.add(sg)
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;
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}
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/**
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* Debug viz: shows the world-space surface normal at each impostor pixel
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* as RGB. Same parallax + atlas-decode math as the lit shader, so any
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* weirdness here is also producing the lit shader's lighting.
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*
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* @param {ImpostorDescription} id
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* @param {Transform} t
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* @returns {Entity}
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*/
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function make_impostor_normals_entity(id, t = new Transform()) {
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const mat = new ImpostorShaderNormalsV0();
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write_impostor_definition_to_material_uniforms(mat.uniforms, id);
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const transform = new Transform();
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transform.copy(t);
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const sg = ShadedGeometry.from(build_geometry_from_cutout_shape(id.cutout), mat);
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// Viz pass: don't participate in shadow casting/receiving — otherwise
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// it'd influence its lit neighbour's shadow and confuse the comparison.
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sg.depth_material = make_impostor_depth_material(id);
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sg.clearFlag(ShadedGeometryFlags.CastShadow);
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sg.clearFlag(ShadedGeometryFlags.ReceiveShadow);
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return new Entity()
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.add(transform)
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.add(sg)
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|
+
;
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
/**
|
|
350
|
+
* Debug viz: shows the parallax-corrected surface's VIEWPORT depth as
|
|
351
|
+
* grayscale (closer = brighter). Same surface-position math as the lit
|
|
352
|
+
* shader's shadow coord and the depth material's gl_FragDepth write, so
|
|
353
|
+
* if shadows look wrong this slot is the most direct check.
|
|
354
|
+
*
|
|
355
|
+
* @param {ImpostorDescription} id
|
|
356
|
+
* @param {Transform} t
|
|
357
|
+
* @returns {Entity}
|
|
358
|
+
*/
|
|
359
|
+
function make_impostor_viewport_depth_entity(id, t = new Transform()) {
|
|
360
|
+
|
|
361
|
+
const mat = new ImpostorShaderViewportDepthV0();
|
|
362
|
+
|
|
363
|
+
write_impostor_definition_to_material_uniforms(mat.uniforms, id);
|
|
364
|
+
|
|
365
|
+
const transform = new Transform();
|
|
366
|
+
transform.copy(t);
|
|
367
|
+
|
|
368
|
+
const sg = ShadedGeometry.from(build_geometry_from_cutout_shape(id.cutout), mat);
|
|
369
|
+
|
|
370
|
+
// Same as normals viz — opt out of shadow casting/receiving so it
|
|
371
|
+
// doesn't influence what its neighbours see.
|
|
372
|
+
sg.depth_material = make_impostor_depth_material(id);
|
|
210
373
|
sg.clearFlag(ShadedGeometryFlags.CastShadow);
|
|
211
374
|
sg.clearFlag(ShadedGeometryFlags.ReceiveShadow);
|
|
212
375
|
|
|
@@ -214,7 +377,38 @@ function make_impostor_entity(id, t = new Transform()) {
|
|
|
214
377
|
.add(transform)
|
|
215
378
|
.add(sg)
|
|
216
379
|
;
|
|
380
|
+
}
|
|
381
|
+
|
|
382
|
+
/**
|
|
383
|
+
* Lit impostor — applies three.js's STANDARD lighting model and receives
|
|
384
|
+
* shadow maps in addition to casting them.
|
|
385
|
+
*
|
|
386
|
+
* @param {ImpostorDescription} id
|
|
387
|
+
* @param {Transform} t
|
|
388
|
+
* @returns {Entity}
|
|
389
|
+
*/
|
|
390
|
+
function make_impostor_lit_entity(id, t = new Transform()) {
|
|
391
|
+
|
|
392
|
+
const mat = new ImpostorShaderLitV0();
|
|
217
393
|
|
|
394
|
+
write_impostor_definition_to_material_uniforms(mat.uniforms, id);
|
|
395
|
+
|
|
396
|
+
const transform = new Transform();
|
|
397
|
+
transform.copy(t);
|
|
398
|
+
|
|
399
|
+
const sg = ShadedGeometry.from(build_geometry_from_cutout_shape(id.cutout), mat);
|
|
400
|
+
|
|
401
|
+
sg.depth_material = make_impostor_depth_material(id);
|
|
402
|
+
// CastShadow + ReceiveShadow on by default. Self-cast works because
|
|
403
|
+
// both sides (caster via gl_FragDepth, receiver via per-fragment
|
|
404
|
+
// customShadowCoord computed from the same atlas-derived parallax
|
|
405
|
+
// surface) agree on where the impostor's surface actually is in
|
|
406
|
+
// world space.
|
|
407
|
+
|
|
408
|
+
return new Entity()
|
|
409
|
+
.add(transform)
|
|
410
|
+
.add(sg)
|
|
411
|
+
;
|
|
218
412
|
}
|
|
219
413
|
|
|
220
414
|
new EngineHarness().initialize({
|
|
@@ -0,0 +1,10 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Depth-pass companion to ImpostorShaderV0. Use this as
|
|
3
|
+
* ShadedGeometry.depth_material so the impostor casts a shadow whose
|
|
4
|
+
* silhouette matches the visible card.
|
|
5
|
+
*/
|
|
6
|
+
export class ImpostorShaderDepthV0 extends RawShaderMaterial {
|
|
7
|
+
constructor();
|
|
8
|
+
}
|
|
9
|
+
import { RawShaderMaterial } from "three";
|
|
10
|
+
//# sourceMappingURL=ImpostorShaderDepthV0.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ImpostorShaderDepthV0.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/impostors/octahedral/shader/ImpostorShaderDepthV0.js"],"names":[],"mappings":"AAsXA;;;;GAIG;AACH;IACI,cAoCC;CACJ;kCA5ZM,OAAO"}
|