babylonjs-materials 9.25.0 → 9.26.0
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/babylon.shadowOnlyMaterial.js +1 -1
- package/babylon.shadowOnlyMaterial.js.map +1 -1
- package/babylon.shadowOnlyMaterial.min.js +1 -1
- package/babylon.shadowOnlyMaterial.min.js.map +1 -1
- package/babylon.skyMaterial.js +1 -1
- package/babylon.skyMaterial.js.map +1 -1
- package/babylon.skyMaterial.min.js +1 -1
- package/babylon.skyMaterial.min.js.map +1 -1
- package/babylonjs.materials.d.ts +63 -0
- package/babylonjs.materials.es5.js +573 -561
- package/babylonjs.materials.js +1 -1
- package/babylonjs.materials.js.map +1 -1
- package/babylonjs.materials.min.js +1 -1
- package/babylonjs.materials.min.js.map +1 -1
- package/babylonjs.materials.module.d.ts +126 -0
- package/package.json +2 -2
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@@ -92,12 +92,12 @@ var __values = (this && this.__values) || function(o) {
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}
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return s;
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}(i.MaterialDefines));
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var o = (function () { var e, o, f, l, u; var d, c, h, m, v, g, p, S, x, T = i.PushMaterial, _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [],
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var o = (function () { var e, o, f, l, u; var d, c, h, m, v, g, p, S, x, T = i.PushMaterial, _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [], R = [], M = [], N = [], y = [], V = [], U = [], w = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r) {
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if (r === void 0) { r = !1; }
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var _this = this;
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_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = n(_this, _, void 0), o.set(_this, (n(_this, C), n(_this, E, void 0))), _this.diffuseColor = (n(_this, L), n(_this, P, new i.Color3(1, 1, 1))), _this._computeHighLevel = (n(_this, I), n(_this, D, !1)), f.set(_this, (n(_this, b), n(_this, A, void 0))), _this._disableLighting = (n(_this, F), n(_this, O, !1)), l.set(_this, (n(_this,
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_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = n(_this, _, void 0), o.set(_this, (n(_this, C), n(_this, E, void 0))), _this.diffuseColor = (n(_this, L), n(_this, P, new i.Color3(1, 1, 1))), _this._computeHighLevel = (n(_this, I), n(_this, D, !1)), f.set(_this, (n(_this, b), n(_this, A, void 0))), _this._disableLighting = (n(_this, F), n(_this, O, !1)), l.set(_this, (n(_this, R), n(_this, M, void 0))), _this._maxSimultaneousLights = (n(_this, N), n(_this, y, 4)), u.set(_this, (n(_this, V), n(_this, U, void 0))), n(_this, w);
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return _this;
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}
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Object.defineProperty(e.prototype, "diffuseTexture", {
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@@ -159,7 +159,7 @@ var __values = (this && this.__values) || function(o) {
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e.prototype.serialize = function () { var e = _super.prototype.serialize.call(this); return e.customType = "BABYLON.CellMaterial", e; };
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e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
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return e;
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}(T)), o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = T[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; d = [i.serializeAsTexture("diffuseTexture")], c = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], h = [i.serializeAsColor3("diffuse")], m = [i.serialize("computeHighLevel")], v = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], g = [i.serialize("disableLighting")], p = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], S = [i.serialize("maxSimultaneousLights")], x = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, c, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, E, L), t(e, null, v, { kind: "accessor", name: "computeHighLevel", static: !1, private: !1, access: { has: function (e) { return "computeHighLevel" in e; }, get: function (e) { return e.computeHighLevel; }, set: function (e, i) { e.computeHighLevel = i; } }, metadata: r }, A, F), t(e, null, p, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, M,
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}(T)), o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = T[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; d = [i.serializeAsTexture("diffuseTexture")], c = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], h = [i.serializeAsColor3("diffuse")], m = [i.serialize("computeHighLevel")], v = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], g = [i.serialize("disableLighting")], p = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], S = [i.serialize("maxSimultaneousLights")], x = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, c, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, E, L), t(e, null, v, { kind: "accessor", name: "computeHighLevel", static: !1, private: !1, access: { has: function (e) { return "computeHighLevel" in e; }, get: function (e) { return e.computeHighLevel; }, set: function (e, i) { e.computeHighLevel = i; } }, metadata: r }, A, F), t(e, null, p, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, M, N), t(e, null, x, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, U, w), t(null, null, d, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, _, C), t(null, null, h, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, P, I), t(null, null, m, { kind: "field", name: "_computeHighLevel", static: !1, private: !1, access: { has: function (e) { return "_computeHighLevel" in e; }, get: function (e) { return e._computeHighLevel; }, set: function (e, i) { e._computeHighLevel = i; } }, metadata: r }, D, b), t(null, null, g, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, O, R), t(null, null, S, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, y, V), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return j; }), Promise.resolve().then(function () { return q; })]; }, function () { return [Promise.resolve().then(function () { return ee; }), Promise.resolve().then(function () { return re; })]; }), e; })();
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i.RegisterClass("BABYLON.CellMaterial", o);
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var f = /** @class */ (function () {
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function f() {
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return m;
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}(i.MaterialDefines));
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var v = (function () { var e, s, o, f; var l, u, d, c, h, v, g, p, S = i.PushMaterial, x = [], T = [], _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [],
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var v = (function () { var e, s, o, f; var l, u, d, c, h, v, g, p, S = i.PushMaterial, x = [], T = [], _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [], R = [], M = [], N = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r) {
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if (r === void 0) { r = !1; }
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var _this = this;
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_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = n(_this, x, void 0), s.set(_this, (n(_this, T), n(_this, _, void 0))), _this._distortionTexture = (n(_this, C), n(_this, E, void 0)), o.set(_this, (n(_this, L), n(_this, P, void 0))), _this._opacityTexture = (n(_this, I), n(_this, D, void 0)), f.set(_this, (n(_this, b), n(_this, A, void 0))), _this.diffuseColor = (n(_this, F), n(_this, O, new i.Color3(1, 1, 1))), _this.speed = (n(_this,
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_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = n(_this, x, void 0), s.set(_this, (n(_this, T), n(_this, _, void 0))), _this._distortionTexture = (n(_this, C), n(_this, E, void 0)), o.set(_this, (n(_this, L), n(_this, P, void 0))), _this._opacityTexture = (n(_this, I), n(_this, D, void 0)), f.set(_this, (n(_this, b), n(_this, A, void 0))), _this.diffuseColor = (n(_this, F), n(_this, O, new i.Color3(1, 1, 1))), _this.speed = (n(_this, R), n(_this, M, 1)), _this._scaledDiffuse = (n(_this, N), new i.Color3), _this._lastTime = 0;
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return _this;
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}
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Object.defineProperty(e.prototype, "diffuseTexture", {
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e.prototype.serialize = function () { var e = _super.prototype.serialize.call(this); return e.customType = "BABYLON.FireMaterial", e.diffuseColor = this.diffuseColor.asArray(), e.speed = this.speed, this._diffuseTexture && (e._diffuseTexture = this._diffuseTexture.serialize()), this._distortionTexture && (e._distortionTexture = this._distortionTexture.serialize()), this._opacityTexture && (e._opacityTexture = this._opacityTexture.serialize()), e; };
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e.Parse = function (t, n, r) { var a = new e(t.name, n); return a.diffuseColor = i.Color3.FromArray(t.diffuseColor), a.speed = t.speed, a.alpha = t.alpha, a.id = t.id, i.Tags.AddTagsTo(a, t.tags), a.backFaceCulling = t.backFaceCulling, a.wireframe = t.wireframe, t._diffuseTexture && (a._diffuseTexture = i.Texture.Parse(t._diffuseTexture, n, r)), t._distortionTexture && (a._distortionTexture = i.Texture.Parse(t._distortionTexture, n, r)), t._opacityTexture && (a._opacityTexture = i.Texture.Parse(t._opacityTexture, n, r)), a; };
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}(S)), s = new WeakMap, o = new WeakMap, f = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = S[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; l = [i.serializeAsTexture("diffuseTexture")], u = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], d = [i.serializeAsTexture("distortionTexture")], c = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], h = [i.serializeAsTexture("opacityTexture")], v = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], g = [i.serializeAsColor3("diffuse")], p = [i.serialize()], t(e, null, u, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, _, C), t(e, null, c, { kind: "accessor", name: "distortionTexture", static: !1, private: !1, access: { has: function (e) { return "distortionTexture" in e; }, get: function (e) { return e.distortionTexture; }, set: function (e, i) { e.distortionTexture = i; } }, metadata: r }, P, I), t(e, null, v, { kind: "accessor", name: "opacityTexture", static: !1, private: !1, access: { has: function (e) { return "opacityTexture" in e; }, get: function (e) { return e.opacityTexture; }, set: function (e, i) { e.opacityTexture = i; } }, metadata: r }, A, F), t(null, null, l, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, x, T), t(null, null, d, { kind: "field", name: "_distortionTexture", static: !1, private: !1, access: { has: function (e) { return "_distortionTexture" in e; }, get: function (e) { return e._distortionTexture; }, set: function (e, i) { e._distortionTexture = i; } }, metadata: r }, E, L), t(null, null, h, { kind: "field", name: "_opacityTexture", static: !1, private: !1, access: { has: function (e) { return "_opacityTexture" in e; }, get: function (e) { return e._opacityTexture; }, set: function (e, i) { e._opacityTexture = i; } }, metadata: r }, D, b), t(null, null, g, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, O,
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}(S)), s = new WeakMap, o = new WeakMap, f = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = S[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; l = [i.serializeAsTexture("diffuseTexture")], u = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], d = [i.serializeAsTexture("distortionTexture")], c = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], h = [i.serializeAsTexture("opacityTexture")], v = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], g = [i.serializeAsColor3("diffuse")], p = [i.serialize()], t(e, null, u, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, _, C), t(e, null, c, { kind: "accessor", name: "distortionTexture", static: !1, private: !1, access: { has: function (e) { return "distortionTexture" in e; }, get: function (e) { return e.distortionTexture; }, set: function (e, i) { e.distortionTexture = i; } }, metadata: r }, P, I), t(e, null, v, { kind: "accessor", name: "opacityTexture", static: !1, private: !1, access: { has: function (e) { return "opacityTexture" in e; }, get: function (e) { return e.opacityTexture; }, set: function (e, i) { e.opacityTexture = i; } }, metadata: r }, A, F), t(null, null, l, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, x, T), t(null, null, d, { kind: "field", name: "_distortionTexture", static: !1, private: !1, access: { has: function (e) { return "_distortionTexture" in e; }, get: function (e) { return e._distortionTexture; }, set: function (e, i) { e._distortionTexture = i; } }, metadata: r }, E, L), t(null, null, h, { kind: "field", name: "_opacityTexture", static: !1, private: !1, access: { has: function (e) { return "_opacityTexture" in e; }, get: function (e) { return e._opacityTexture; }, set: function (e, i) { e._opacityTexture = i; } }, metadata: r }, D, b), t(null, null, g, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, O, R), t(null, null, p, { kind: "field", name: "speed", static: !1, private: !1, access: { has: function (e) { return "speed" in e; }, get: function (e) { return e.speed; }, set: function (e, i) { e.speed = i; } }, metadata: r }, M, N), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return fe; }), Promise.resolve().then(function () { return ce; })]; }, function () { return [Promise.resolve().then(function () { return ge; }), Promise.resolve().then(function () { return Te; })]; }), e; })();
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i.RegisterClass("BABYLON.FireMaterial", v);
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var g = /** @class */ (function (_super) {
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__extends(g, _super);
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return g;
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}(i.MaterialDefines));
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var p = (function () { var e, s, o, f, l; var u, d, c, h, m, v, p, S, x, T, _, C, E, L, P, I, D, b, A, F, O = i.PushMaterial,
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var p = (function () { var e, s, o, f, l; var u, d, c, h, m, v, p, S, x, T, _, C, E, L, P, I, D, b, A, F, O = i.PushMaterial, R = [], M = [], N = [], y = [], V = [], U = [], w = [], G = [], W = [], B = [], z = [], H = [], k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = [], ne = [], re = [], ae = [], se = [], oe = [], fe = [], le = [], ue = [], de = [], ce = [], he = [], me = [], ve = [], ge = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r) {
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_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = (n(_this,
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_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = (n(_this, R), n(_this, M, void 0)), s.set(_this, (n(_this, N), n(_this, y, void 0))), _this._heightTexture = (n(_this, V), n(_this, U, void 0)), o.set(_this, (n(_this, w), n(_this, G, void 0))), _this.diffuseColor = (n(_this, W), n(_this, B, new i.Color3(1, 1, 1))), _this.furLength = (n(_this, z), n(_this, H, 1)), _this.furAngle = (n(_this, k), n(_this, X, 0)), _this.furColor = (n(_this, j), n(_this, Y, new i.Color3(.44, .21, .02))), _this.furOffset = (n(_this, Z), n(_this, K, 0)), _this.furSpacing = (n(_this, q), n(_this, Q, 12)), _this.furGravity = (n(_this, J), n(_this, $, new i.Vector3(0, 0, 0))), _this.furSpeed = (n(_this, ee), n(_this, ie, 100)), _this.furDensity = (n(_this, te), n(_this, ne, 20)), _this.furOcclusion = (n(_this, re), n(_this, ae, 0)), _this.furTexture = n(_this, se), _this._disableLighting = n(_this, oe, !1), f.set(_this, (n(_this, fe), n(_this, le, void 0))), _this._maxSimultaneousLights = (n(_this, ue), n(_this, de, 4)), l.set(_this, (n(_this, ce), n(_this, he, void 0))), _this.highLevelFur = (n(_this, me), n(_this, ve, !0)), _this._meshes = n(_this, ge), _this._furTime = 0;
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return _this;
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Object.defineProperty(e.prototype, "diffuseTexture", {
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} for (s = 1; s < r.length; s++)
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r[s].parent = t; return t.material._meshes = r, r; };
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}(O)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = O[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; u = [i.serializeAsTexture("diffuseTexture")], d = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], c = [i.serializeAsTexture("heightTexture")], h = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], m = [i.serializeAsColor3()], v = [i.serialize()], p = [i.serialize()], S = [i.serializeAsColor3()], x = [i.serialize()], T = [i.serialize()], _ = [i.serializeAsVector3()], C = [i.serialize()], E = [i.serialize()], L = [i.serialize()], P = [i.serialize("disableLighting")], I = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], D = [i.serialize("maxSimultaneousLights")], b = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], A = [i.serialize()], F = [i.serialize()], t(e, null, d, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, y, V), t(e, null, h, { kind: "accessor", name: "heightTexture", static: !1, private: !1, access: { has: function (e) { return "heightTexture" in e; }, get: function (e) { return e.heightTexture; }, set: function (e, i) { e.heightTexture = i; } }, metadata: r }, G, W), t(e, null, I, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, le, ue), t(e, null, b, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, he, me), t(e, null, F, { kind: "getter", name: "furTime", static: !1, private: !1, access: { has: function (e) { return "furTime" in e; }, get: function (e) { return e.furTime; } }, metadata: r }, null,
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+
}(O)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = O[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; u = [i.serializeAsTexture("diffuseTexture")], d = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], c = [i.serializeAsTexture("heightTexture")], h = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], m = [i.serializeAsColor3()], v = [i.serialize()], p = [i.serialize()], S = [i.serializeAsColor3()], x = [i.serialize()], T = [i.serialize()], _ = [i.serializeAsVector3()], C = [i.serialize()], E = [i.serialize()], L = [i.serialize()], P = [i.serialize("disableLighting")], I = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], D = [i.serialize("maxSimultaneousLights")], b = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], A = [i.serialize()], F = [i.serialize()], t(e, null, d, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, y, V), t(e, null, h, { kind: "accessor", name: "heightTexture", static: !1, private: !1, access: { has: function (e) { return "heightTexture" in e; }, get: function (e) { return e.heightTexture; }, set: function (e, i) { e.heightTexture = i; } }, metadata: r }, G, W), t(e, null, I, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, le, ue), t(e, null, b, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, he, me), t(e, null, F, { kind: "getter", name: "furTime", static: !1, private: !1, access: { has: function (e) { return "furTime" in e; }, get: function (e) { return e.furTime; } }, metadata: r }, null, R), t(null, null, u, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, M, N), t(null, null, c, { kind: "field", name: "_heightTexture", static: !1, private: !1, access: { has: function (e) { return "_heightTexture" in e; }, get: function (e) { return e._heightTexture; }, set: function (e, i) { e._heightTexture = i; } }, metadata: r }, U, w), t(null, null, m, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, B, z), t(null, null, v, { kind: "field", name: "furLength", static: !1, private: !1, access: { has: function (e) { return "furLength" in e; }, get: function (e) { return e.furLength; }, set: function (e, i) { e.furLength = i; } }, metadata: r }, H, k), t(null, null, p, { kind: "field", name: "furAngle", static: !1, private: !1, access: { has: function (e) { return "furAngle" in e; }, get: function (e) { return e.furAngle; }, set: function (e, i) { e.furAngle = i; } }, metadata: r }, X, j), t(null, null, S, { kind: "field", name: "furColor", static: !1, private: !1, access: { has: function (e) { return "furColor" in e; }, get: function (e) { return e.furColor; }, set: function (e, i) { e.furColor = i; } }, metadata: r }, Y, Z), t(null, null, x, { kind: "field", name: "furOffset", static: !1, private: !1, access: { has: function (e) { return "furOffset" in e; }, get: function (e) { return e.furOffset; }, set: function (e, i) { e.furOffset = i; } }, metadata: r }, K, q), t(null, null, T, { kind: "field", name: "furSpacing", static: !1, private: !1, access: { has: function (e) { return "furSpacing" in e; }, get: function (e) { return e.furSpacing; }, set: function (e, i) { e.furSpacing = i; } }, metadata: r }, Q, J), t(null, null, _, { kind: "field", name: "furGravity", static: !1, private: !1, access: { has: function (e) { return "furGravity" in e; }, get: function (e) { return e.furGravity; }, set: function (e, i) { e.furGravity = i; } }, metadata: r }, $, ee), t(null, null, C, { kind: "field", name: "furSpeed", static: !1, private: !1, access: { has: function (e) { return "furSpeed" in e; }, get: function (e) { return e.furSpeed; }, set: function (e, i) { e.furSpeed = i; } }, metadata: r }, ie, te), t(null, null, E, { kind: "field", name: "furDensity", static: !1, private: !1, access: { has: function (e) { return "furDensity" in e; }, get: function (e) { return e.furDensity; }, set: function (e, i) { e.furDensity = i; } }, metadata: r }, ne, re), t(null, null, L, { kind: "field", name: "furOcclusion", static: !1, private: !1, access: { has: function (e) { return "furOcclusion" in e; }, get: function (e) { return e.furOcclusion; }, set: function (e, i) { e.furOcclusion = i; } }, metadata: r }, ae, se), t(null, null, P, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, oe, fe), t(null, null, D, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, de, ce), t(null, null, A, { kind: "field", name: "highLevelFur", static: !1, private: !1, access: { has: function (e) { return "highLevelFur" in e; }, get: function (e) { return e.highLevelFur; }, set: function (e, i) { e.highLevelFur = i; } }, metadata: r }, ve, ge), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return Le; }), Promise.resolve().then(function () { return be; })]; }, function () { return [Promise.resolve().then(function () { return Re; }), Promise.resolve().then(function () { return Ve; })]; }), e; })();
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i.RegisterClass("BABYLON.FurMaterial", p);
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var S = /** @class */ (function (_super) {
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__extends(S, _super);
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@@ -506,12 +506,12 @@ var __values = (this && this.__values) || function(o) {
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}
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return S;
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}(i.MaterialDefines));
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509
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var x = (function () { var e, s, o; var f, l, u, d, c, h, m, v, g, p, x, T = i.PushMaterial, _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [],
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+
var x = (function () { var e, s, o; var f, l, u, d, c, h, m, v, g, p, x, T = i.PushMaterial, _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [], R = [], M = [], N = [], y = [], V = [], U = [], w = [], G = [], W = [], B = [], z = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r) {
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if (r === void 0) { r = !1; }
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var _this = this;
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_this = _super.call(this, e, t, void 0, r) || this, _this._maxSimultaneousLights = n(_this, _, 4), s.set(_this, (n(_this, C), n(_this, E, void 0))), _this.topColor = (n(_this, L), n(_this, P, new i.Color3(1, 0, 0))), _this.topColorAlpha = (n(_this, I), n(_this, D, 1)), _this.bottomColor = (n(_this, b), n(_this, A, new i.Color3(0, 0, 1))), _this.bottomColorAlpha = (n(_this, F), n(_this, O, 1)), _this.offset = (n(_this,
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_this = _super.call(this, e, t, void 0, r) || this, _this._maxSimultaneousLights = n(_this, _, 4), s.set(_this, (n(_this, C), n(_this, E, void 0))), _this.topColor = (n(_this, L), n(_this, P, new i.Color3(1, 0, 0))), _this.topColorAlpha = (n(_this, I), n(_this, D, 1)), _this.bottomColor = (n(_this, b), n(_this, A, new i.Color3(0, 0, 1))), _this.bottomColorAlpha = (n(_this, F), n(_this, O, 1)), _this.offset = (n(_this, R), n(_this, M, 0)), _this.scale = (n(_this, N), n(_this, y, 1)), _this.smoothness = (n(_this, V), n(_this, U, 1)), _this._disableLighting = (n(_this, w), n(_this, G, !1)), o.set(_this, (n(_this, W), n(_this, B, void 0))), n(_this, z);
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return _this;
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}
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Object.defineProperty(e.prototype, "maxSimultaneousLights", {
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e.prototype.getClassName = function () { return "GradientMaterial"; };
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e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
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return e;
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}(T)), s = new WeakMap, o = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = T[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; f = [i.serialize("maxSimultaneousLights")], l = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], u = [i.serializeAsColor3()], d = [i.serialize()], c = [i.serializeAsColor3()], h = [i.serialize()], m = [i.serialize()], v = [i.serialize()], g = [i.serialize()], p = [i.serialize("disableLighting")], x = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, l, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, E, L), t(e, null, x, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, B, z), t(null, null, f, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, _, C), t(null, null, u, { kind: "field", name: "topColor", static: !1, private: !1, access: { has: function (e) { return "topColor" in e; }, get: function (e) { return e.topColor; }, set: function (e, i) { e.topColor = i; } }, metadata: r }, P, I), t(null, null, d, { kind: "field", name: "topColorAlpha", static: !1, private: !1, access: { has: function (e) { return "topColorAlpha" in e; }, get: function (e) { return e.topColorAlpha; }, set: function (e, i) { e.topColorAlpha = i; } }, metadata: r }, D, b), t(null, null, c, { kind: "field", name: "bottomColor", static: !1, private: !1, access: { has: function (e) { return "bottomColor" in e; }, get: function (e) { return e.bottomColor; }, set: function (e, i) { e.bottomColor = i; } }, metadata: r }, A, F), t(null, null, h, { kind: "field", name: "bottomColorAlpha", static: !1, private: !1, access: { has: function (e) { return "bottomColorAlpha" in e; }, get: function (e) { return e.bottomColorAlpha; }, set: function (e, i) { e.bottomColorAlpha = i; } }, metadata: r }, O,
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+
}(T)), s = new WeakMap, o = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = T[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; f = [i.serialize("maxSimultaneousLights")], l = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], u = [i.serializeAsColor3()], d = [i.serialize()], c = [i.serializeAsColor3()], h = [i.serialize()], m = [i.serialize()], v = [i.serialize()], g = [i.serialize()], p = [i.serialize("disableLighting")], x = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, l, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, E, L), t(e, null, x, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, B, z), t(null, null, f, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, _, C), t(null, null, u, { kind: "field", name: "topColor", static: !1, private: !1, access: { has: function (e) { return "topColor" in e; }, get: function (e) { return e.topColor; }, set: function (e, i) { e.topColor = i; } }, metadata: r }, P, I), t(null, null, d, { kind: "field", name: "topColorAlpha", static: !1, private: !1, access: { has: function (e) { return "topColorAlpha" in e; }, get: function (e) { return e.topColorAlpha; }, set: function (e, i) { e.topColorAlpha = i; } }, metadata: r }, D, b), t(null, null, c, { kind: "field", name: "bottomColor", static: !1, private: !1, access: { has: function (e) { return "bottomColor" in e; }, get: function (e) { return e.bottomColor; }, set: function (e, i) { e.bottomColor = i; } }, metadata: r }, A, F), t(null, null, h, { kind: "field", name: "bottomColorAlpha", static: !1, private: !1, access: { has: function (e) { return "bottomColorAlpha" in e; }, get: function (e) { return e.bottomColorAlpha; }, set: function (e, i) { e.bottomColorAlpha = i; } }, metadata: r }, O, R), t(null, null, m, { kind: "field", name: "offset", static: !1, private: !1, access: { has: function (e) { return "offset" in e; }, get: function (e) { return e.offset; }, set: function (e, i) { e.offset = i; } }, metadata: r }, M, N), t(null, null, v, { kind: "field", name: "scale", static: !1, private: !1, access: { has: function (e) { return "scale" in e; }, get: function (e) { return e.scale; }, set: function (e, i) { e.scale = i; } }, metadata: r }, y, V), t(null, null, g, { kind: "field", name: "smoothness", static: !1, private: !1, access: { has: function (e) { return "smoothness" in e; }, get: function (e) { return e.smoothness; }, set: function (e, i) { e.smoothness = i; } }, metadata: r }, U, w), t(null, null, p, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, G, W), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return We; }), Promise.resolve().then(function () { return ke; })]; }, function () { return [Promise.resolve().then(function () { return Ze; }), Promise.resolve().then(function () { return Je; })]; }), e; })();
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i.RegisterClass("BABYLON.GradientMaterial", x);
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var T = /** @class */ (function (_super) {
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__extends(T, _super);
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@@ -568,12 +568,12 @@ var __values = (this && this.__values) || function(o) {
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}
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return T;
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}(i.MaterialDefines));
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571
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-
var _ = (function () { var e, s; var o, f, l, u, d, c, h, m, v, g, p, S, x, _, C, E, L, P, I, D, b = i.PushMaterial, A = [], F = [], O = [],
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571
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+
var _ = (function () { var e, s; var o, f, l, u, d, c, h, m, v, g, p, S, x, _, C, E, L, P, I, D, b = i.PushMaterial, A = [], F = [], O = [], R = [], M = [], N = [], y = [], V = [], U = [], w = [], G = [], W = [], B = [], z = [], H = [], k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = [], ne = [], re = [], ae = [], se = [], oe = [], fe = [], le = [], ue = [], de = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r) {
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if (r === void 0) { r = !1; }
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var _this = this;
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_this = _super.call(this, e, t, void 0, r) || this, _this.mainColor = (n(_this, A), n(_this, F, i.Color3.Black())), _this.lineColor = (n(_this, O), n(_this,
|
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+
_this = _super.call(this, e, t, void 0, r) || this, _this.mainColor = (n(_this, A), n(_this, F, i.Color3.Black())), _this.lineColor = (n(_this, O), n(_this, R, i.Color3.Teal())), _this.gridRatio = (n(_this, M), n(_this, N, 1)), _this.gridOffset = (n(_this, y), n(_this, V, i.Vector3.Zero())), _this.majorUnitFrequency = (n(_this, U), n(_this, w, 10)), _this.minorUnitVisibility = (n(_this, G), n(_this, W, .33)), _this.opacity = (n(_this, B), n(_this, z, 1)), _this.antialias = (n(_this, H), n(_this, k, !0)), _this._belowLineColor = (n(_this, X), null), _this.useMultiScale = n(_this, j, !1), _this.minGridSpacing = (n(_this, Y), n(_this, Z, .001)), _this.gridOctaves = (n(_this, K), n(_this, q, 4)), _this.useHorizonFade = (n(_this, Q), n(_this, J, !1)), _this.useOriginMarker = (n(_this, $), n(_this, ee, !1)), _this._linesOnly = (n(_this, ie), !1), _this.gridThicknessModifier = n(_this, te, 1), _this.preMultiplyAlpha = (n(_this, ne), n(_this, re, !1)), _this.useMaxLine = (n(_this, ae), n(_this, se, !1)), _this._opacityTexture = (n(_this, oe), n(_this, fe, void 0)), s.set(_this, (n(_this, le), n(_this, ue, void 0))), _this._gridControl = (n(_this, de), new i.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity)), _this._viewportSize = new i.Vector2;
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577
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return _this;
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578
578
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}
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Object.defineProperty(e.prototype, "belowLineColor", {
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@@ -632,7 +632,7 @@ var __values = (this && this.__values) || function(o) {
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632
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e.prototype.getClassName = function () { return "GridMaterial"; };
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633
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e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
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return e;
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635
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-
}(b)), s = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = b[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; o = [i.serializeAsColor3()], f = [i.serializeAsColor3()], l = [i.serialize()], u = [i.serializeAsVector3()], d = [i.serialize()], c = [i.serialize()], h = [i.serialize()], m = [i.serialize()], v = [i.serializeAsColor3()], g = [i.serialize()], p = [i.serialize()], S = [i.serialize()], x = [i.serialize()], _ = [i.serialize()], C = [i.serialize()], E = [i.serialize()], L = [i.serialize()], P = [i.serialize()], I = [i.serializeAsTexture("opacityTexture")], D = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], t(e, null, v, { kind: "getter", name: "belowLineColor", static: !1, private: !1, access: { has: function (e) { return "belowLineColor" in e; }, get: function (e) { return e.belowLineColor; } }, metadata: r }, null, A), t(e, null, C, { kind: "getter", name: "linesOnly", static: !1, private: !1, access: { has: function (e) { return "linesOnly" in e; }, get: function (e) { return e.linesOnly; } }, metadata: r }, null, A), t(e, null, D, { kind: "accessor", name: "opacityTexture", static: !1, private: !1, access: { has: function (e) { return "opacityTexture" in e; }, get: function (e) { return e.opacityTexture; }, set: function (e, i) { e.opacityTexture = i; } }, metadata: r }, ue, de), t(null, null, o, { kind: "field", name: "mainColor", static: !1, private: !1, access: { has: function (e) { return "mainColor" in e; }, get: function (e) { return e.mainColor; }, set: function (e, i) { e.mainColor = i; } }, metadata: r }, F, O), t(null, null, f, { kind: "field", name: "lineColor", static: !1, private: !1, access: { has: function (e) { return "lineColor" in e; }, get: function (e) { return e.lineColor; }, set: function (e, i) { e.lineColor = i; } }, metadata: r },
|
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+
}(b)), s = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = b[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; o = [i.serializeAsColor3()], f = [i.serializeAsColor3()], l = [i.serialize()], u = [i.serializeAsVector3()], d = [i.serialize()], c = [i.serialize()], h = [i.serialize()], m = [i.serialize()], v = [i.serializeAsColor3()], g = [i.serialize()], p = [i.serialize()], S = [i.serialize()], x = [i.serialize()], _ = [i.serialize()], C = [i.serialize()], E = [i.serialize()], L = [i.serialize()], P = [i.serialize()], I = [i.serializeAsTexture("opacityTexture")], D = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], t(e, null, v, { kind: "getter", name: "belowLineColor", static: !1, private: !1, access: { has: function (e) { return "belowLineColor" in e; }, get: function (e) { return e.belowLineColor; } }, metadata: r }, null, A), t(e, null, C, { kind: "getter", name: "linesOnly", static: !1, private: !1, access: { has: function (e) { return "linesOnly" in e; }, get: function (e) { return e.linesOnly; } }, metadata: r }, null, A), t(e, null, D, { kind: "accessor", name: "opacityTexture", static: !1, private: !1, access: { has: function (e) { return "opacityTexture" in e; }, get: function (e) { return e.opacityTexture; }, set: function (e, i) { e.opacityTexture = i; } }, metadata: r }, ue, de), t(null, null, o, { kind: "field", name: "mainColor", static: !1, private: !1, access: { has: function (e) { return "mainColor" in e; }, get: function (e) { return e.mainColor; }, set: function (e, i) { e.mainColor = i; } }, metadata: r }, F, O), t(null, null, f, { kind: "field", name: "lineColor", static: !1, private: !1, access: { has: function (e) { return "lineColor" in e; }, get: function (e) { return e.lineColor; }, set: function (e, i) { e.lineColor = i; } }, metadata: r }, R, M), t(null, null, l, { kind: "field", name: "gridRatio", static: !1, private: !1, access: { has: function (e) { return "gridRatio" in e; }, get: function (e) { return e.gridRatio; }, set: function (e, i) { e.gridRatio = i; } }, metadata: r }, N, y), t(null, null, u, { kind: "field", name: "gridOffset", static: !1, private: !1, access: { has: function (e) { return "gridOffset" in e; }, get: function (e) { return e.gridOffset; }, set: function (e, i) { e.gridOffset = i; } }, metadata: r }, V, U), t(null, null, d, { kind: "field", name: "majorUnitFrequency", static: !1, private: !1, access: { has: function (e) { return "majorUnitFrequency" in e; }, get: function (e) { return e.majorUnitFrequency; }, set: function (e, i) { e.majorUnitFrequency = i; } }, metadata: r }, w, G), t(null, null, c, { kind: "field", name: "minorUnitVisibility", static: !1, private: !1, access: { has: function (e) { return "minorUnitVisibility" in e; }, get: function (e) { return e.minorUnitVisibility; }, set: function (e, i) { e.minorUnitVisibility = i; } }, metadata: r }, W, B), t(null, null, h, { kind: "field", name: "opacity", static: !1, private: !1, access: { has: function (e) { return "opacity" in e; }, get: function (e) { return e.opacity; }, set: function (e, i) { e.opacity = i; } }, metadata: r }, z, H), t(null, null, m, { kind: "field", name: "antialias", static: !1, private: !1, access: { has: function (e) { return "antialias" in e; }, get: function (e) { return e.antialias; }, set: function (e, i) { e.antialias = i; } }, metadata: r }, k, X), t(null, null, g, { kind: "field", name: "useMultiScale", static: !1, private: !1, access: { has: function (e) { return "useMultiScale" in e; }, get: function (e) { return e.useMultiScale; }, set: function (e, i) { e.useMultiScale = i; } }, metadata: r }, j, Y), t(null, null, p, { kind: "field", name: "minGridSpacing", static: !1, private: !1, access: { has: function (e) { return "minGridSpacing" in e; }, get: function (e) { return e.minGridSpacing; }, set: function (e, i) { e.minGridSpacing = i; } }, metadata: r }, Z, K), t(null, null, S, { kind: "field", name: "gridOctaves", static: !1, private: !1, access: { has: function (e) { return "gridOctaves" in e; }, get: function (e) { return e.gridOctaves; }, set: function (e, i) { e.gridOctaves = i; } }, metadata: r }, q, Q), t(null, null, x, { kind: "field", name: "useHorizonFade", static: !1, private: !1, access: { has: function (e) { return "useHorizonFade" in e; }, get: function (e) { return e.useHorizonFade; }, set: function (e, i) { e.useHorizonFade = i; } }, metadata: r }, J, $), t(null, null, _, { kind: "field", name: "useOriginMarker", static: !1, private: !1, access: { has: function (e) { return "useOriginMarker" in e; }, get: function (e) { return e.useOriginMarker; }, set: function (e, i) { e.useOriginMarker = i; } }, metadata: r }, ee, ie), t(null, null, E, { kind: "field", name: "gridThicknessModifier", static: !1, private: !1, access: { has: function (e) { return "gridThicknessModifier" in e; }, get: function (e) { return e.gridThicknessModifier; }, set: function (e, i) { e.gridThicknessModifier = i; } }, metadata: r }, te, ne), t(null, null, L, { kind: "field", name: "preMultiplyAlpha", static: !1, private: !1, access: { has: function (e) { return "preMultiplyAlpha" in e; }, get: function (e) { return e.preMultiplyAlpha; }, set: function (e, i) { e.preMultiplyAlpha = i; } }, metadata: r }, re, ae), t(null, null, P, { kind: "field", name: "useMaxLine", static: !1, private: !1, access: { has: function (e) { return "useMaxLine" in e; }, get: function (e) { return e.useMaxLine; }, set: function (e, i) { e.useMaxLine = i; } }, metadata: r }, se, oe), t(null, null, I, { kind: "field", name: "_opacityTexture", static: !1, private: !1, access: { has: function (e) { return "_opacityTexture" in e; }, get: function (e) { return e._opacityTexture; }, set: function (e, i) { e._opacityTexture = i; } }, metadata: r }, fe, le), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return ti; }), Promise.resolve().then(function () { return si; })]; }, function () { return [Promise.resolve().then(function () { return ui; }), Promise.resolve().then(function () { return mi; })]; }), e; })();
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i.RegisterClass("BABYLON.GridMaterial", _);
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var C = /** @class */ (function (_super) {
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__extends(C, _super);
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@@ -643,12 +643,12 @@ var __values = (this && this.__values) || function(o) {
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}
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return C;
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}(i.MaterialDefines));
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646
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-
var E = (function () { var e, s, o, f, l; var u, d, c, h, m, v, g, p, S, x, T, _, E, L, P, I = i.PushMaterial, D = [], b = [], A = [], F = [], O = [],
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+
var E = (function () { var e, s, o, f, l; var u, d, c, h, m, v, g, p, S, x, T, _, E, L, P, I = i.PushMaterial, D = [], b = [], A = [], F = [], O = [], R = [], M = [], N = [], y = [], V = [], U = [], w = [], G = [], W = [], B = [], z = [], H = [], k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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648
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function e(e, t, r) {
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if (r === void 0) { r = !1; }
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650
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var _this = this;
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651
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-
_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = n(_this, D, void 0), s.set(_this, (n(_this, b), n(_this, A, void 0))), _this.noiseTexture = (n(_this, F), n(_this, O, void 0)), _this.fogColor = (n(_this,
|
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+
_this = _super.call(this, e, t, void 0, r) || this, _this._diffuseTexture = n(_this, D, void 0), s.set(_this, (n(_this, b), n(_this, A, void 0))), _this.noiseTexture = (n(_this, F), n(_this, O, void 0)), _this.fogColor = (n(_this, R), n(_this, M, void 0)), _this.speed = (n(_this, N), n(_this, y, 1)), _this.movingSpeed = (n(_this, V), n(_this, U, 1)), _this.lowFrequencySpeed = (n(_this, w), n(_this, G, 1)), _this.fogDensity = (n(_this, W), n(_this, B, .15)), _this._lastTime = (n(_this, z), 0), _this.diffuseColor = n(_this, H, new i.Color3(1, 1, 1)), _this._disableLighting = (n(_this, k), n(_this, X, !1)), o.set(_this, (n(_this, j), n(_this, Y, void 0))), _this._unlit = (n(_this, Z), n(_this, K, !1)), f.set(_this, (n(_this, q), n(_this, Q, void 0))), _this._maxSimultaneousLights = (n(_this, J), n(_this, $, 4)), l.set(_this, (n(_this, ee), n(_this, ie, void 0))), _this._scaledDiffuse = (n(_this, te), new i.Color3);
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return _this;
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653
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}
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654
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Object.defineProperty(e.prototype, "diffuseTexture", {
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@@ -712,7 +712,7 @@ var __values = (this && this.__values) || function(o) {
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e.prototype.getClassName = function () { return "LavaMaterial"; };
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e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
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return e;
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715
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-
}(I)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = I[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; u = [i.serializeAsTexture("diffuseTexture")], d = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], c = [i.serializeAsTexture()], h = [i.serializeAsColor3()], m = [i.serialize()], v = [i.serialize()], g = [i.serialize()], p = [i.serialize()], S = [i.serializeAsColor3()], x = [i.serialize("disableLighting")], T = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], _ = [i.serialize("unlit")], E = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], L = [i.serialize("maxSimultaneousLights")], P = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, d, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, A, F), t(e, null, T, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r },
|
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715
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+
}(I)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = I[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; u = [i.serializeAsTexture("diffuseTexture")], d = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], c = [i.serializeAsTexture()], h = [i.serializeAsColor3()], m = [i.serialize()], v = [i.serialize()], g = [i.serialize()], p = [i.serialize()], S = [i.serializeAsColor3()], x = [i.serialize("disableLighting")], T = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], _ = [i.serialize("unlit")], E = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], L = [i.serialize("maxSimultaneousLights")], P = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, d, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, A, F), t(e, null, T, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, Y, Z), t(e, null, E, { kind: "accessor", name: "unlit", static: !1, private: !1, access: { has: function (e) { return "unlit" in e; }, get: function (e) { return e.unlit; }, set: function (e, i) { e.unlit = i; } }, metadata: r }, Q, J), t(e, null, P, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, ie, te), t(null, null, u, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, D, b), t(null, null, c, { kind: "field", name: "noiseTexture", static: !1, private: !1, access: { has: function (e) { return "noiseTexture" in e; }, get: function (e) { return e.noiseTexture; }, set: function (e, i) { e.noiseTexture = i; } }, metadata: r }, O, R), t(null, null, h, { kind: "field", name: "fogColor", static: !1, private: !1, access: { has: function (e) { return "fogColor" in e; }, get: function (e) { return e.fogColor; }, set: function (e, i) { e.fogColor = i; } }, metadata: r }, M, N), t(null, null, m, { kind: "field", name: "speed", static: !1, private: !1, access: { has: function (e) { return "speed" in e; }, get: function (e) { return e.speed; }, set: function (e, i) { e.speed = i; } }, metadata: r }, y, V), t(null, null, v, { kind: "field", name: "movingSpeed", static: !1, private: !1, access: { has: function (e) { return "movingSpeed" in e; }, get: function (e) { return e.movingSpeed; }, set: function (e, i) { e.movingSpeed = i; } }, metadata: r }, U, w), t(null, null, g, { kind: "field", name: "lowFrequencySpeed", static: !1, private: !1, access: { has: function (e) { return "lowFrequencySpeed" in e; }, get: function (e) { return e.lowFrequencySpeed; }, set: function (e, i) { e.lowFrequencySpeed = i; } }, metadata: r }, G, W), t(null, null, p, { kind: "field", name: "fogDensity", static: !1, private: !1, access: { has: function (e) { return "fogDensity" in e; }, get: function (e) { return e.fogDensity; }, set: function (e, i) { e.fogDensity = i; } }, metadata: r }, B, z), t(null, null, S, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, H, k), t(null, null, x, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, X, j), t(null, null, _, { kind: "field", name: "_unlit", static: !1, private: !1, access: { has: function (e) { return "_unlit" in e; }, get: function (e) { return e._unlit; }, set: function (e, i) { e._unlit = i; } }, metadata: r }, K, q), t(null, null, L, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, $, ee), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return Si; }), Promise.resolve().then(function () { return Ci; })]; }, function () { return [Promise.resolve().then(function () { return Ii; }), Promise.resolve().then(function () { return Fi; })]; }), e; })();
|
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716
716
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i.RegisterClass("BABYLON.LavaMaterial", E);
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717
717
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var L = /** @class */ (function (_super) {
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718
718
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__extends(L, _super);
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@@ -723,12 +723,12 @@ var __values = (this && this.__values) || function(o) {
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723
723
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}
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724
724
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return L;
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725
725
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}(i.MaterialDefines));
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726
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-
var P = (function () { var e, s, o, f, l, u, d, c, h, m, v, g, p; var S, x, T, _, C, E, P, I, D, b, A, F, O,
|
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726
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+
var P = (function () { var e, s, o, f, l, u, d, c, h, m, v, g, p; var S, x, T, _, C, E, P, I, D, b, A, F, O, R, M, N, y, V, U, w, G, W, B, z, H, k, X, j = i.PushMaterial, Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = [], ne = [], re = [], ae = [], se = [], oe = [], fe = [], le = [], ue = [], de = [], ce = [], he = [], me = [], ve = [], ge = [], pe = [], Se = [], xe = [], Te = [], _e = [], Ce = [], Ee = [], Le = [], Pe = [], Ie = [], De = [], be = [], Ae = [], Fe = [], Oe = [], Re = [], Me = [], Ne = [], ye = [], Ve = [], Ue = [], we = [], Ge = [], We = [], Be = [], ze = [], He = [], ke = [], Xe = [], je = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r) {
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729
729
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if (r === void 0) { r = !1; }
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730
730
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var _this = this;
|
|
731
|
-
_this = _super.call(this, e, t, void 0, r) || this, _this._mixTexture1 = n(_this,
|
|
731
|
+
_this = _super.call(this, e, t, void 0, r) || this, _this._mixTexture1 = n(_this, Y, void 0), s.set(_this, (n(_this, Z), n(_this, K, void 0))), _this._mixTexture2 = (n(_this, q), n(_this, Q, void 0)), o.set(_this, (n(_this, J), n(_this, $, void 0))), _this._diffuseTexture1 = (n(_this, ee), n(_this, ie, void 0)), f.set(_this, (n(_this, te), n(_this, ne, void 0))), _this._diffuseTexture2 = (n(_this, re), n(_this, ae, void 0)), l.set(_this, (n(_this, se), n(_this, oe, void 0))), _this._diffuseTexture3 = (n(_this, fe), n(_this, le, void 0)), u.set(_this, (n(_this, ue), n(_this, de, void 0))), _this._diffuseTexture4 = (n(_this, ce), n(_this, he, void 0)), d.set(_this, (n(_this, me), n(_this, ve, void 0))), _this._diffuseTexture5 = (n(_this, ge), n(_this, pe, void 0)), c.set(_this, (n(_this, Se), n(_this, xe, void 0))), _this._diffuseTexture6 = (n(_this, Te), n(_this, _e, void 0)), h.set(_this, (n(_this, Ce), n(_this, Ee, void 0))), _this._diffuseTexture7 = (n(_this, Le), n(_this, Pe, void 0)), m.set(_this, (n(_this, Ie), n(_this, De, void 0))), _this._diffuseTexture8 = (n(_this, be), n(_this, Ae, void 0)), v.set(_this, (n(_this, Fe), n(_this, Oe, void 0))), _this.diffuseColor = (n(_this, Re), n(_this, Me, new i.Color3(1, 1, 1))), _this.specularColor = (n(_this, Ne), n(_this, ye, new i.Color3(0, 0, 0))), _this.specularPower = (n(_this, Ve), n(_this, Ue, 64)), _this._disableLighting = (n(_this, we), n(_this, Ge, !1)), g.set(_this, (n(_this, We), n(_this, Be, void 0))), _this._maxSimultaneousLights = (n(_this, ze), n(_this, He, 4)), p.set(_this, (n(_this, ke), n(_this, Xe, void 0))), n(_this, je);
|
|
732
732
|
return _this;
|
|
733
733
|
}
|
|
734
734
|
Object.defineProperty(e.prototype, "mixTexture1", {
|
|
@@ -856,7 +856,7 @@ var __values = (this && this.__values) || function(o) {
|
|
|
856
856
|
e.prototype.getClassName = function () { return "MixMaterial"; };
|
|
857
857
|
e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
|
|
858
858
|
return e;
|
|
859
|
-
}(j)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, h = new WeakMap, m = new WeakMap, v = new WeakMap, g = new WeakMap, p = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = j[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; S = [i.serializeAsTexture("mixTexture1")], x = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], T = [i.serializeAsTexture("mixTexture2")], _ = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], C = [i.serializeAsTexture("diffuseTexture1")], E = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], P = [i.serializeAsTexture("diffuseTexture2")], I = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], D = [i.serializeAsTexture("diffuseTexture3")], b = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], A = [i.serializeAsTexture("diffuseTexture4")], F = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], O = [i.serializeAsTexture("diffuseTexture1")],
|
|
859
|
+
}(j)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, h = new WeakMap, m = new WeakMap, v = new WeakMap, g = new WeakMap, p = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = j[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; S = [i.serializeAsTexture("mixTexture1")], x = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], T = [i.serializeAsTexture("mixTexture2")], _ = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], C = [i.serializeAsTexture("diffuseTexture1")], E = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], P = [i.serializeAsTexture("diffuseTexture2")], I = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], D = [i.serializeAsTexture("diffuseTexture3")], b = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], A = [i.serializeAsTexture("diffuseTexture4")], F = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], O = [i.serializeAsTexture("diffuseTexture1")], R = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], M = [i.serializeAsTexture("diffuseTexture2")], N = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], y = [i.serializeAsTexture("diffuseTexture3")], V = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], U = [i.serializeAsTexture("diffuseTexture4")], w = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], G = [i.serializeAsColor3()], W = [i.serializeAsColor3()], B = [i.serialize()], z = [i.serialize("disableLighting")], H = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], k = [i.serialize("maxSimultaneousLights")], X = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, x, { kind: "accessor", name: "mixTexture1", static: !1, private: !1, access: { has: function (e) { return "mixTexture1" in e; }, get: function (e) { return e.mixTexture1; }, set: function (e, i) { e.mixTexture1 = i; } }, metadata: r }, K, q), t(e, null, _, { kind: "accessor", name: "mixTexture2", static: !1, private: !1, access: { has: function (e) { return "mixTexture2" in e; }, get: function (e) { return e.mixTexture2; }, set: function (e, i) { e.mixTexture2 = i; } }, metadata: r }, $, ee), t(e, null, E, { kind: "accessor", name: "diffuseTexture1", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture1" in e; }, get: function (e) { return e.diffuseTexture1; }, set: function (e, i) { e.diffuseTexture1 = i; } }, metadata: r }, ne, re), t(e, null, I, { kind: "accessor", name: "diffuseTexture2", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture2" in e; }, get: function (e) { return e.diffuseTexture2; }, set: function (e, i) { e.diffuseTexture2 = i; } }, metadata: r }, oe, fe), t(e, null, b, { kind: "accessor", name: "diffuseTexture3", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture3" in e; }, get: function (e) { return e.diffuseTexture3; }, set: function (e, i) { e.diffuseTexture3 = i; } }, metadata: r }, de, ce), t(e, null, F, { kind: "accessor", name: "diffuseTexture4", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture4" in e; }, get: function (e) { return e.diffuseTexture4; }, set: function (e, i) { e.diffuseTexture4 = i; } }, metadata: r }, ve, ge), t(e, null, R, { kind: "accessor", name: "diffuseTexture5", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture5" in e; }, get: function (e) { return e.diffuseTexture5; }, set: function (e, i) { e.diffuseTexture5 = i; } }, metadata: r }, xe, Te), t(e, null, N, { kind: "accessor", name: "diffuseTexture6", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture6" in e; }, get: function (e) { return e.diffuseTexture6; }, set: function (e, i) { e.diffuseTexture6 = i; } }, metadata: r }, Ee, Le), t(e, null, V, { kind: "accessor", name: "diffuseTexture7", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture7" in e; }, get: function (e) { return e.diffuseTexture7; }, set: function (e, i) { e.diffuseTexture7 = i; } }, metadata: r }, De, be), t(e, null, w, { kind: "accessor", name: "diffuseTexture8", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture8" in e; }, get: function (e) { return e.diffuseTexture8; }, set: function (e, i) { e.diffuseTexture8 = i; } }, metadata: r }, Oe, Re), t(e, null, H, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, Be, ze), t(e, null, X, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, Xe, je), t(null, null, S, { kind: "field", name: "_mixTexture1", static: !1, private: !1, access: { has: function (e) { return "_mixTexture1" in e; }, get: function (e) { return e._mixTexture1; }, set: function (e, i) { e._mixTexture1 = i; } }, metadata: r }, Y, Z), t(null, null, T, { kind: "field", name: "_mixTexture2", static: !1, private: !1, access: { has: function (e) { return "_mixTexture2" in e; }, get: function (e) { return e._mixTexture2; }, set: function (e, i) { e._mixTexture2 = i; } }, metadata: r }, Q, J), t(null, null, C, { kind: "field", name: "_diffuseTexture1", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture1" in e; }, get: function (e) { return e._diffuseTexture1; }, set: function (e, i) { e._diffuseTexture1 = i; } }, metadata: r }, ie, te), t(null, null, P, { kind: "field", name: "_diffuseTexture2", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture2" in e; }, get: function (e) { return e._diffuseTexture2; }, set: function (e, i) { e._diffuseTexture2 = i; } }, metadata: r }, ae, se), t(null, null, D, { kind: "field", name: "_diffuseTexture3", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture3" in e; }, get: function (e) { return e._diffuseTexture3; }, set: function (e, i) { e._diffuseTexture3 = i; } }, metadata: r }, le, ue), t(null, null, A, { kind: "field", name: "_diffuseTexture4", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture4" in e; }, get: function (e) { return e._diffuseTexture4; }, set: function (e, i) { e._diffuseTexture4 = i; } }, metadata: r }, he, me), t(null, null, O, { kind: "field", name: "_diffuseTexture5", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture5" in e; }, get: function (e) { return e._diffuseTexture5; }, set: function (e, i) { e._diffuseTexture5 = i; } }, metadata: r }, pe, Se), t(null, null, M, { kind: "field", name: "_diffuseTexture6", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture6" in e; }, get: function (e) { return e._diffuseTexture6; }, set: function (e, i) { e._diffuseTexture6 = i; } }, metadata: r }, _e, Ce), t(null, null, y, { kind: "field", name: "_diffuseTexture7", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture7" in e; }, get: function (e) { return e._diffuseTexture7; }, set: function (e, i) { e._diffuseTexture7 = i; } }, metadata: r }, Pe, Ie), t(null, null, U, { kind: "field", name: "_diffuseTexture8", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture8" in e; }, get: function (e) { return e._diffuseTexture8; }, set: function (e, i) { e._diffuseTexture8 = i; } }, metadata: r }, Ae, Fe), t(null, null, G, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, Me, Ne), t(null, null, W, { kind: "field", name: "specularColor", static: !1, private: !1, access: { has: function (e) { return "specularColor" in e; }, get: function (e) { return e.specularColor; }, set: function (e, i) { e.specularColor = i; } }, metadata: r }, ye, Ve), t(null, null, B, { kind: "field", name: "specularPower", static: !1, private: !1, access: { has: function (e) { return "specularPower" in e; }, get: function (e) { return e.specularPower; }, set: function (e, i) { e.specularPower = i; } }, metadata: r }, Ue, we), t(null, null, z, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, Ge, We), t(null, null, k, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, He, ke), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return Ni; }), Promise.resolve().then(function () { return wi; })]; }, function () { return [Promise.resolve().then(function () { return zi; }), Promise.resolve().then(function () { return ji; })]; }), e; })();
|
|
860
860
|
i.RegisterClass("BABYLON.MixMaterial", P);
|
|
861
861
|
var I = /** @class */ (function (_super) {
|
|
862
862
|
__extends(I, _super);
|
|
@@ -929,13 +929,13 @@ var __values = (this && this.__values) || function(o) {
|
|
|
929
929
|
e.prototype.getClassName = function () { return "NormalMaterial"; };
|
|
930
930
|
e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
|
|
931
931
|
return e;
|
|
932
|
-
}(g)), s = new WeakMap, o = new WeakMap, f = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = g[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; l = [i.serializeAsTexture("diffuseTexture")], u = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], d = [i.serializeAsColor3()], c = [i.serialize("disableLighting")], h = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], m = [i.serialize("maxSimultaneousLights")], v = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, u, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, x, T), t(e, null, h, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, P, D), t(e, null, v, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, F, O), t(null, null, l, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, p, S), t(null, null, d, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, _, C), t(null, null, c, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, E, L), t(null, null, m, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, b, A), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return
|
|
932
|
+
}(g)), s = new WeakMap, o = new WeakMap, f = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = g[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; l = [i.serializeAsTexture("diffuseTexture")], u = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], d = [i.serializeAsColor3()], c = [i.serialize("disableLighting")], h = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], m = [i.serialize("maxSimultaneousLights")], v = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, u, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, x, T), t(e, null, h, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, P, D), t(e, null, v, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, F, O), t(null, null, l, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, p, S), t(null, null, d, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, _, C), t(null, null, c, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, E, L), t(null, null, m, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, b, A), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return qi; }), Promise.resolve().then(function () { return et; })]; }, function () { return [Promise.resolve().then(function () { return rt; }), Promise.resolve().then(function () { return ft; })]; }), e; })();
|
|
933
933
|
i.RegisterClass("BABYLON.NormalMaterial", D);
|
|
934
934
|
var b = /** @class */ (function (_super) {
|
|
935
935
|
__extends(b, _super);
|
|
936
|
-
function b() {
|
|
936
|
+
function b(e) {
|
|
937
937
|
var _this = this;
|
|
938
|
-
_this = _super.call(this) || this, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.NORMAL = !1, _this.NUM_BONE_INFLUENCERS = 0, _this.BonesPerMesh = 0, _this.INSTANCES = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.LOGARITHMICDEPTH = !1, _this.rebuild();
|
|
938
|
+
_this = _super.call(this, e) || this, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.NORMAL = !1, _this.NUM_BONE_INFLUENCERS = 0, _this.BonesPerMesh = 0, _this.INSTANCES = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.LOGARITHMICDEPTH = !1, _this.rebuild();
|
|
939
939
|
return _this;
|
|
940
940
|
}
|
|
941
941
|
return b;
|
|
@@ -948,6 +948,7 @@ var __values = (this && this.__values) || function(o) {
|
|
|
948
948
|
_this = _super.call(this, e, t, void 0, n) || this, _this._needAlphaBlending = !0, _this.shadowColor = i.Color3.Black();
|
|
949
949
|
return _this;
|
|
950
950
|
}
|
|
951
|
+
A.prototype._createUniformBuffer = function () { _super.prototype._createUniformBuffer.call(this), this._uniformBuffer.useUbo && (this._uniformBuffer.dispose(), this._uniformBuffer = new i.UniformBuffer(this.getScene().getEngine(), void 0, void 0, this.name, !0), this._uniformBufferLayoutBuilt = !1); };
|
|
951
952
|
A.prototype.needAlphaBlending = function () { return this._needAlphaBlending; };
|
|
952
953
|
A.prototype.needAlphaTesting = function () { return !1; };
|
|
953
954
|
A.prototype.getAlphaTestTexture = function () { return null; };
|
|
@@ -978,10 +979,11 @@ var __values = (this && this.__values) || function(o) {
|
|
|
978
979
|
A.prototype.isReadyForSubMesh = function (e, t, n) {
|
|
979
980
|
var e_75, _a;
|
|
980
981
|
var r;
|
|
982
|
+
this._uniformBufferLayoutBuilt || this.buildUniformLayout();
|
|
981
983
|
var a = t._drawWrapper;
|
|
982
984
|
if (this.isFrozen && a.effect && a._wasPreviouslyReady && a._wasPreviouslyUsingInstances === n)
|
|
983
985
|
return !0;
|
|
984
|
-
t.materialDefines || (t.materialDefines = new b);
|
|
986
|
+
t.materialDefines || (this._callbackPluginEventGeneric(4, this._eventInfo), t.materialDefines = new b(this._eventInfo.defineNames));
|
|
985
987
|
var s = t.materialDefines, o = this.getScene();
|
|
986
988
|
if (this._isReadyForSubMesh(t))
|
|
987
989
|
return !0;
|
|
@@ -1012,25 +1014,27 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1012
1014
|
var e_76 = l;
|
|
1013
1015
|
this._needAlphaBlending = !e_76.autoCalcDepthBounds;
|
|
1014
1016
|
}
|
|
1015
|
-
if (i.PrepareDefinesForAttributes(e, s, !1, !0), s.
|
|
1017
|
+
if (this._eventInfo.defines = s, this._eventInfo.mesh = e, this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo), i.PrepareDefinesForAttributes(e, s, !1, !0), this._callbackPluginEventPrepareDefines(this._eventInfo), this._eventInfo.isReadyForSubMesh = !0, this._eventInfo.defines = s, this._eventInfo.subMesh = t, this._callbackPluginEventIsReadyForSubMesh(this._eventInfo), !this._eventInfo.isReadyForSubMesh)
|
|
1018
|
+
return !1;
|
|
1019
|
+
if (s.isDirty) {
|
|
1016
1020
|
s.markAsProcessed(), o.resetCachedMaterial();
|
|
1017
1021
|
var n_5 = new i.EffectFallbacks;
|
|
1018
1022
|
s.FOG && n_5.addFallback(1, "FOG"), i.HandleFallbacksForShadows(s, n_5, 1), s.NUM_BONE_INFLUENCERS > 0 && n_5.addCPUSkinningFallback(0, e), s.IMAGEPROCESSINGPOSTPROCESS = o.imageProcessingConfiguration.applyByPostProcess;
|
|
1019
1023
|
var r_10 = [i.VertexBuffer.PositionKind];
|
|
1020
1024
|
s.NORMAL && r_10.push(i.VertexBuffer.NormalKind), i.PrepareAttributesForBones(r_10, e, s, n_5), i.PrepareAttributesForInstances(r_10, s);
|
|
1021
|
-
var a_9 = "shadowOnly", l_7 = s.toString(), u_8 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vFogInfos", "vFogColor", "pointSize", "alpha", "shadowColor", "mBones", "logarithmicDepthConstant"], d_8 = [], c_7 = ["Scene"];
|
|
1022
|
-
i.AddClipPlaneUniforms(u_8), i.PrepareUniformsAndSamplersList({ uniformsNames: u_8, uniformBuffersNames: c_7, samplers: d_8, defines: s, maxSimultaneousLights: 1, shaderLanguage: this._shaderLanguage }), t.setEffect(o.getEngine().createEffect(a_9, { attributes: r_10, uniformsNames: u_8, uniformBuffersNames: c_7, samplers: d_8, defines: l_7, fallbacks: n_5, onCompiled: this.onCompiled, onError: this.onError, indexParameters:
|
|
1025
|
+
var a_9 = "shadowOnly", l_7 = s.toString(), u_8 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vFogInfos", "vFogColor", "pointSize", "alpha", "shadowColor", "mBones", "logarithmicDepthConstant"], d_8 = [], c_7 = ["Scene", "Material"], h_7 = { maxSimultaneousLights: 1 };
|
|
1026
|
+
i.AddClipPlaneUniforms(u_8), i.PrepareUniformsAndSamplersList({ uniformsNames: u_8, uniformBuffersNames: c_7, samplers: d_8, defines: s, maxSimultaneousLights: 1, shaderLanguage: this._shaderLanguage }), this._eventInfo.fallbacks = n_5, this._eventInfo.fallbackRank = 0, this._eventInfo.defines = s, this._eventInfo.uniforms = u_8, this._eventInfo.attributes = r_10, this._eventInfo.samplers = d_8, this._eventInfo.uniformBuffersNames = c_7, this._eventInfo.customCode = void 0, this._eventInfo.mesh = e, this._eventInfo.indexParameters = h_7, this._callbackPluginEventGeneric(128, this._eventInfo), t.setEffect(o.getEngine().createEffect(a_9, { attributes: r_10, uniformsNames: u_8, uniformBuffersNames: c_7, samplers: d_8, defines: l_7, fallbacks: n_5, onCompiled: this.onCompiled, onError: this.onError, indexParameters: h_7, processCodeAfterIncludes: this._eventInfo.customCode, shaderLanguage: this._shaderLanguage, extraInitializationsAsync: A._ShaderLoader.getLoadCallback(this._shaderLanguage) }, f), s, this._materialContext);
|
|
1023
1027
|
}
|
|
1024
1028
|
return !(!t.effect || !t.effect.isReady() || (s._renderId = o.getRenderId(), a._wasPreviouslyReady = !0, a._wasPreviouslyUsingInstances = !!n, 0));
|
|
1025
1029
|
};
|
|
1026
1030
|
A.prototype.bindForSubMesh = function (e, t, n) { var r = this.getScene(), a = n.materialDefines; if (!a)
|
|
1027
1031
|
return; var s = n.effect; if (s) {
|
|
1028
|
-
if (this._activeEffect = s, this.bindOnlyWorldMatrix(e), this.bindViewProjection(s), i.BindBonesParameters(t, this._activeEffect), this._mustRebind(r, s, n) && (i.BindClipPlane(s, this, r), this.pointsCloud && this._activeEffect.setFloat("pointSize", this.pointSize), this._activeEffect.setFloat("alpha", this.alpha), this._activeEffect.setColor3("shadowColor", this.shadowColor), this._useLogarithmicDepth && i.BindLogDepth(a, s, r), r.bindEyePosition(s)), r.lightsEnabled) {
|
|
1032
|
+
if (this._activeEffect = s, this._uniformBuffer.bindToEffect(s, "Material"), this.bindOnlyWorldMatrix(e), this.bindViewProjection(s), this._eventInfo.subMesh = n, this._callbackPluginEventHardBindForSubMesh(this._eventInfo), i.BindBonesParameters(t, this._activeEffect), this._mustRebind(r, s, n) && (i.BindClipPlane(s, this, r), this.pointsCloud && this._activeEffect.setFloat("pointSize", this.pointSize), this._activeEffect.setFloat("alpha", this.alpha), this._activeEffect.setColor3("shadowColor", this.shadowColor), this._useLogarithmicDepth && i.BindLogDepth(a, s, r), r.bindEyePosition(s), this._eventInfo.subMesh = n, this._callbackPluginEventBindForSubMesh(this._eventInfo)), r.lightsEnabled) {
|
|
1029
1033
|
i.BindLights(r, t, this._activeEffect, a, 1);
|
|
1030
1034
|
var e_77 = this._getFirstShadowLightForMesh(t);
|
|
1031
1035
|
e_77 && (e_77._renderId = -1);
|
|
1032
1036
|
}
|
|
1033
|
-
(r.fogEnabled && t.applyFog && r.fogMode !== i.Scene.FOGMODE_NONE || a.SHADOWCSM0) && this.bindView(s), i.BindFogParameters(r, t, this._activeEffect), this._afterBind(t, this._activeEffect, n);
|
|
1037
|
+
(r.fogEnabled && t.applyFog && r.fogMode !== i.Scene.FOGMODE_NONE || a.SHADOWCSM0) && this.bindView(s), i.BindFogParameters(r, t, this._activeEffect), this._afterBind(t, this._activeEffect, n), this._uniformBuffer.update();
|
|
1034
1038
|
} };
|
|
1035
1039
|
A.prototype.clone = function (e) {
|
|
1036
1040
|
var _this = this;
|
|
@@ -1041,7 +1045,7 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1041
1045
|
A.Parse = function (e, t, n) { return i.SerializationHelper.Parse(function () { return new A(e.name, t); }, e, t, n); };
|
|
1042
1046
|
return A;
|
|
1043
1047
|
}(i.PushMaterial));
|
|
1044
|
-
A._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return
|
|
1048
|
+
A._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return ct; }), Promise.resolve().then(function () { return gt; })]; }, function () { return [Promise.resolve().then(function () { return Tt; }), Promise.resolve().then(function () { return Lt; })]; }), i.RegisterClass("BABYLON.ShadowOnlyMaterial", A);
|
|
1045
1049
|
var F = /** @class */ (function (_super) {
|
|
1046
1050
|
__extends(F, _super);
|
|
1047
1051
|
function F() {
|
|
@@ -1092,8 +1096,8 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1092
1096
|
s.FOG && r_11.addFallback(1, "FOG"), i.HandleFallbacksForShadows(s, r_11, this.maxSimultaneousLights), s.NUM_BONE_INFLUENCERS > 0 && r_11.addCPUSkinningFallback(0, t), s.IMAGEPROCESSINGPOSTPROCESS = o.imageProcessingConfiguration.applyByPostProcess;
|
|
1093
1097
|
var a_10 = [i.VertexBuffer.PositionKind];
|
|
1094
1098
|
s.NORMAL && a_10.push(i.VertexBuffer.NormalKind), s.UV1 && a_10.push(i.VertexBuffer.UVKind), s.UV2 && a_10.push(i.VertexBuffer.UV2Kind), s.VERTEXCOLOR && a_10.push(i.VertexBuffer.ColorKind), i.PrepareAttributesForBones(a_10, t, s, r_11), i.PrepareAttributesForInstances(a_10, s);
|
|
1095
|
-
var l_8 = "simple", u_9 = s.toString(), d_9 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "diffuseMatrix", "logarithmicDepthConstant"], c_8 = ["diffuseSampler", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"],
|
|
1096
|
-
i.AddClipPlaneUniforms(d_9), i.PrepareUniformsAndSamplersList({ uniformsNames: d_9, uniformBuffersNames:
|
|
1099
|
+
var l_8 = "simple", u_9 = s.toString(), d_9 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "diffuseMatrix", "logarithmicDepthConstant"], c_8 = ["diffuseSampler", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"], h_8 = [];
|
|
1100
|
+
i.AddClipPlaneUniforms(d_9), i.PrepareUniformsAndSamplersList({ uniformsNames: d_9, uniformBuffersNames: h_8, samplers: c_8, defines: s, maxSimultaneousLights: this.maxSimultaneousLights, shaderLanguage: this._shaderLanguage }), n.setEffect(o.getEngine().createEffect(l_8, { attributes: a_10, uniformsNames: d_9, uniformBuffersNames: h_8, samplers: c_8, defines: u_9, fallbacks: r_11, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 }, shaderLanguage: this._shaderLanguage, extraInitializationsAsync: e._ShaderLoader.getLoadCallback(this._shaderLanguage) }, f), s, this._materialContext);
|
|
1097
1101
|
} if (s.AREALIGHTUSED)
|
|
1098
1102
|
for (var e_78 = 0; e_78 < t.lightSources.length; e_78++)
|
|
1099
1103
|
if (!t.lightSources[e_78]._isReady())
|
|
@@ -1112,49 +1116,57 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1112
1116
|
e.prototype.getClassName = function () { return "SimpleMaterial"; };
|
|
1113
1117
|
e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
|
|
1114
1118
|
return e;
|
|
1115
|
-
}(g)), s = new WeakMap, o = new WeakMap, f = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = g[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; l = [i.serializeAsTexture("diffuseTexture")], u = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], d = [i.serializeAsColor3("diffuse")], c = [i.serialize("disableLighting")], h = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], m = [i.serialize("maxSimultaneousLights")], v = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, u, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, x, T), t(e, null, h, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, P, I), t(e, null, v, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, A, O), t(null, null, l, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, p, S), t(null, null, d, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, _, C), t(null, null, c, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, E, L), t(null, null, m, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, D, b), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return
|
|
1119
|
+
}(g)), s = new WeakMap, o = new WeakMap, f = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = g[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; l = [i.serializeAsTexture("diffuseTexture")], u = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], d = [i.serializeAsColor3("diffuse")], c = [i.serialize("disableLighting")], h = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], m = [i.serialize("maxSimultaneousLights")], v = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, u, { kind: "accessor", name: "diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture" in e; }, get: function (e) { return e.diffuseTexture; }, set: function (e, i) { e.diffuseTexture = i; } }, metadata: r }, x, T), t(e, null, h, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, P, I), t(e, null, v, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, A, O), t(null, null, l, { kind: "field", name: "_diffuseTexture", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture" in e; }, get: function (e) { return e._diffuseTexture; }, set: function (e, i) { e._diffuseTexture = i; } }, metadata: r }, p, S), t(null, null, d, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, _, C), t(null, null, c, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, E, L), t(null, null, m, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, D, b), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return bt; }), Promise.resolve().then(function () { return Rt; })]; }, function () { return [Promise.resolve().then(function () { return Vt; }), Promise.resolve().then(function () { return Wt; })]; }), e; })();
|
|
1116
1120
|
i.RegisterClass("BABYLON.SimpleMaterial", O);
|
|
1117
|
-
var
|
|
1118
|
-
__extends(
|
|
1119
|
-
function
|
|
1121
|
+
var R = /** @class */ (function (_super) {
|
|
1122
|
+
__extends(R, _super);
|
|
1123
|
+
function R() {
|
|
1120
1124
|
var _this = this;
|
|
1121
|
-
_this = _super.call(this) || this, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.VERTEXCOLOR = !1, _this.VERTEXALPHA = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.DITHER = !1, _this.LOGARITHMICDEPTH = !1, _this.rebuild();
|
|
1125
|
+
_this = _super.call(this) || this, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.VERTEXCOLOR = !1, _this.VERTEXALPHA = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.DITHER = !1, _this.LOGARITHMICDEPTH = !1, _this.SKY_RAW_HDR_OUTPUT = !1, _this.rebuild();
|
|
1122
1126
|
return _this;
|
|
1123
1127
|
}
|
|
1124
|
-
return
|
|
1128
|
+
return R;
|
|
1125
1129
|
}(i.MaterialDefines));
|
|
1126
|
-
|
|
1130
|
+
function M(e) { switch (e) {
|
|
1131
|
+
case i.Constants.TEXTURETYPE_HALF_FLOAT: return 65504;
|
|
1132
|
+
case i.Constants.TEXTURETYPE_FLOAT: return 3e38;
|
|
1133
|
+
default: return 1;
|
|
1134
|
+
} }
|
|
1135
|
+
var N = (function () { var e; var r, a, s, o, f, l, u, d, c, h, m, v, g, p, S, x = i.PushMaterial, T = [], _ = [], C = [], E = [], L = [], P = [], I = [], D = [], b = [], A = [], F = [], O = [], N = [], y = [], V = [], U = [], w = [], G = [], W = [], B = [], z = [], H = [], k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = []; return e = /** @class */ (function (_super) {
|
|
1127
1136
|
__extends(e, _super);
|
|
1128
1137
|
function e(e, t, r) {
|
|
1129
1138
|
if (r === void 0) { r = !1; }
|
|
1130
1139
|
var _this = this;
|
|
1131
|
-
_this = _super.call(this, e, t, void 0, r) || this, _this.luminance = n(_this,
|
|
1140
|
+
_this = _super.call(this, e, t, void 0, r) || this, _this.luminance = n(_this, T, 1), _this.turbidity = (n(_this, _), n(_this, C, 10)), _this.rayleigh = (n(_this, E), n(_this, L, 2)), _this.mieCoefficient = (n(_this, P), n(_this, I, .005)), _this.mieDirectionalG = (n(_this, D), n(_this, b, .8)), _this.distance = (n(_this, A), n(_this, F, 500)), _this.inclination = (n(_this, O), n(_this, N, .49)), _this.azimuth = (n(_this, y), n(_this, V, .25)), _this.sunPosition = (n(_this, U), n(_this, w, new i.Vector3(0, 100, 0))), _this.useSunPosition = (n(_this, G), n(_this, W, !1)), _this.cameraOffset = (n(_this, B), n(_this, z, i.Vector3.Zero())), _this.up = (n(_this, H), n(_this, k, i.Vector3.Up())), _this.dithering = (n(_this, X), n(_this, j, !1)), _this.rawHdrOutput = (n(_this, Y), n(_this, Z, !1)), _this.cloudiness = (n(_this, K), n(_this, q, 0)), _this._cameraPosition = (n(_this, Q), i.Vector3.Zero()), _this._skyOrientation = new i.Quaternion;
|
|
1132
1141
|
return _this;
|
|
1133
1142
|
}
|
|
1134
1143
|
e.prototype.needAlphaBlending = function () { return this.alpha < 1; };
|
|
1135
1144
|
e.prototype.needAlphaTesting = function () { return !1; };
|
|
1136
1145
|
e.prototype.getAlphaTestTexture = function () { return null; };
|
|
1137
1146
|
e.prototype.isReadyForSubMesh = function (t, n) { var r = n._drawWrapper; if (this.isFrozen && r.effect && r._wasPreviouslyReady)
|
|
1138
|
-
return !0; n.materialDefines || (n.materialDefines = new
|
|
1139
|
-
return !0; if (i.PrepareDefinesForMisc(t, s, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, !1, a, void 0, void 0, void 0, this._isVertexOutputInvariant), i.PrepareDefinesForAttributes(t, a, !0, !1), a.IMAGEPROCESSINGPOSTPROCESS !== s.imageProcessingConfiguration.applyByPostProcess && a.markAsMiscDirty(), a.DITHER !== this.dithering && a.markAsMiscDirty(), a.isDirty) {
|
|
1147
|
+
return !0; n.materialDefines || (n.materialDefines = new R); var a = n.materialDefines, s = this.getScene(); if (this._isReadyForSubMesh(n))
|
|
1148
|
+
return !0; if (i.PrepareDefinesForMisc(t, s, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, !1, a, void 0, void 0, void 0, this._isVertexOutputInvariant), i.PrepareDefinesForAttributes(t, a, !0, !1), a.IMAGEPROCESSINGPOSTPROCESS !== s.imageProcessingConfiguration.applyByPostProcess && a.markAsMiscDirty(), a.DITHER !== this.dithering && a.markAsMiscDirty(), a.SKY_RAW_HDR_OUTPUT !== this.rawHdrOutput && a.markAsMiscDirty(), a.isDirty) {
|
|
1140
1149
|
a.markAsProcessed(), s.resetCachedMaterial();
|
|
1141
1150
|
var t_5 = new i.EffectFallbacks;
|
|
1142
|
-
a.FOG && t_5.addFallback(1, "FOG"), a.IMAGEPROCESSINGPOSTPROCESS = s.imageProcessingConfiguration.applyByPostProcess, a.DITHER = this.dithering;
|
|
1151
|
+
a.FOG && t_5.addFallback(1, "FOG"), a.IMAGEPROCESSINGPOSTPROCESS = s.imageProcessingConfiguration.applyByPostProcess, a.DITHER = this.dithering, a.SKY_RAW_HDR_OUTPUT = this.rawHdrOutput;
|
|
1143
1152
|
var r_12 = [i.VertexBuffer.PositionKind];
|
|
1144
1153
|
a.VERTEXCOLOR && r_12.push(i.VertexBuffer.ColorKind);
|
|
1145
|
-
var o_2 = "sky", f_3 = ["world", "viewProjection", "view", "vFogInfos", "vFogColor", "logarithmicDepthConstant", "pointSize", "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition", "cameraPosition", "cameraOffset", "up"];
|
|
1154
|
+
var o_2 = "sky", f_3 = ["world", "viewProjection", "view", "vFogInfos", "vFogColor", "logarithmicDepthConstant", "pointSize", "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition", "cameraPosition", "cameraOffset", "up", "cloudiness", "maxColorValue"];
|
|
1146
1155
|
i.AddClipPlaneUniforms(f_3);
|
|
1147
1156
|
var l_9 = a.toString();
|
|
1148
1157
|
n.setEffect(s.getEngine().createEffect(o_2, { attributes: r_12, uniformsNames: f_3, uniformBuffersNames: [], samplers: [], defines: l_9, fallbacks: t_5, onCompiled: this.onCompiled, onError: this.onError, shaderLanguage: this._shaderLanguage, extraInitializationsAsync: e._ShaderLoader.getLoadCallback(this._shaderLanguage) }, s.getEngine()), a, this._materialContext);
|
|
1149
1158
|
} return !(!n.effect || !n.effect.isReady() || (a._renderId = s.getRenderId(), r._wasPreviouslyReady = !0, 0)); };
|
|
1150
|
-
e.prototype.bindForSubMesh = function (e, t, n) { var r = this.getScene(),
|
|
1151
|
-
return; var
|
|
1152
|
-
return; this._activeEffect =
|
|
1153
|
-
var e_79 =
|
|
1154
|
-
this._cameraPosition.x = e_79.m[12], this._cameraPosition.y = e_79.m[13], this._cameraPosition.z = e_79.m[14], this._activeEffect.setVector3("cameraPosition", i.TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(
|
|
1155
|
-
} if (this._activeEffect.setVector3("cameraOffset", this.cameraOffset), this._activeEffect.setVector3("up", this.up), this.luminance > 0 && this._activeEffect.setFloat("luminance", this.luminance), this._activeEffect.setFloat("turbidity", this.turbidity), this._activeEffect.setFloat("rayleigh", this.rayleigh), this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient), this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG),
|
|
1156
|
-
var e_80 =
|
|
1157
|
-
this.
|
|
1159
|
+
e.prototype.bindForSubMesh = function (e, t, n) { var r; var a = this.getScene(), s = n.materialDefines; if (!s)
|
|
1160
|
+
return; var o = n.effect; if (!o)
|
|
1161
|
+
return; this._activeEffect = o, this.bindOnlyWorldMatrix(e), this._activeEffect.setMatrix("viewProjection", a.getTransformMatrix()), this._mustRebind(a, o, n) && (i.BindClipPlane(o, this, a), this.pointsCloud && this._activeEffect.setFloat("pointSize", this.pointSize), this._useLogarithmicDepth && i.BindLogDepth(s, o, a)), a.fogEnabled && t.applyFog && a.fogMode !== i.Scene.FOGMODE_NONE && this._activeEffect.setMatrix("view", a.getViewMatrix()), i.BindFogParameters(a, t, this._activeEffect, this.rawHdrOutput); var f = a.activeCamera; if (f) {
|
|
1162
|
+
var e_79 = f.getWorldMatrix();
|
|
1163
|
+
this._cameraPosition.x = e_79.m[12], this._cameraPosition.y = e_79.m[13], this._cameraPosition.z = e_79.m[14], this._activeEffect.setVector3("cameraPosition", i.TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(a.floatingOriginOffset));
|
|
1164
|
+
} if (this._activeEffect.setVector3("cameraOffset", this.cameraOffset), this._activeEffect.setVector3("up", this.up), (this.rawHdrOutput || this.luminance > 0) && this._activeEffect.setFloat("luminance", this.luminance), this._activeEffect.setFloat("turbidity", this.turbidity), this._activeEffect.setFloat("rayleigh", this.rayleigh), this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient), this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG), this._activeEffect.setFloat("cloudiness", this.cloudiness), this.rawHdrOutput) {
|
|
1165
|
+
var e_80 = a.getEngine()._currentRenderTarget;
|
|
1166
|
+
this._activeEffect.setFloat("maxColorValue", M(null === (r = null == e_80 ? void 0 : e_80.texture) || void 0 === r ? void 0 : r.type));
|
|
1167
|
+
} if (!this.useSunPosition) {
|
|
1168
|
+
var e_81 = Math.PI * (this.inclination - .5), t_6 = 2 * Math.PI * (this.azimuth - .5);
|
|
1169
|
+
this.sunPosition.x = this.distance * Math.cos(t_6) * Math.cos(e_81), this.sunPosition.y = this.distance * Math.sin(-e_81), this.sunPosition.z = this.distance * Math.sin(t_6) * Math.cos(e_81), i.Quaternion.FromUnitVectorsToRef(i.Vector3.UpReadOnly, this.up, this._skyOrientation), this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);
|
|
1158
1170
|
} this._activeEffect.setVector3("sunPosition", this.sunPosition), this._afterBind(t, this._activeEffect, n); };
|
|
1159
1171
|
e.prototype.getAnimatables = function () { return []; };
|
|
1160
1172
|
e.prototype.dispose = function (e) { _super.prototype.dispose.call(this, e); };
|
|
@@ -1166,23 +1178,23 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1166
1178
|
e.prototype.getClassName = function () { return "SkyMaterial"; };
|
|
1167
1179
|
e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
|
|
1168
1180
|
return e;
|
|
1169
|
-
}(
|
|
1170
|
-
i.RegisterClass("BABYLON.SkyMaterial",
|
|
1171
|
-
var
|
|
1172
|
-
__extends(
|
|
1173
|
-
function
|
|
1181
|
+
}(x)), (function () { var n; var R = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = x[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; r = [i.serialize()], a = [i.serialize()], s = [i.serialize()], o = [i.serialize()], f = [i.serialize()], l = [i.serialize()], u = [i.serialize()], d = [i.serialize()], c = [i.serializeAsVector3()], h = [i.serialize()], m = [i.serializeAsVector3()], v = [i.serializeAsVector3()], g = [i.serialize()], p = [i.serialize()], S = [i.serialize()], t(null, null, r, { kind: "field", name: "luminance", static: !1, private: !1, access: { has: function (e) { return "luminance" in e; }, get: function (e) { return e.luminance; }, set: function (e, i) { e.luminance = i; } }, metadata: R }, T, _), t(null, null, a, { kind: "field", name: "turbidity", static: !1, private: !1, access: { has: function (e) { return "turbidity" in e; }, get: function (e) { return e.turbidity; }, set: function (e, i) { e.turbidity = i; } }, metadata: R }, C, E), t(null, null, s, { kind: "field", name: "rayleigh", static: !1, private: !1, access: { has: function (e) { return "rayleigh" in e; }, get: function (e) { return e.rayleigh; }, set: function (e, i) { e.rayleigh = i; } }, metadata: R }, L, P), t(null, null, o, { kind: "field", name: "mieCoefficient", static: !1, private: !1, access: { has: function (e) { return "mieCoefficient" in e; }, get: function (e) { return e.mieCoefficient; }, set: function (e, i) { e.mieCoefficient = i; } }, metadata: R }, I, D), t(null, null, f, { kind: "field", name: "mieDirectionalG", static: !1, private: !1, access: { has: function (e) { return "mieDirectionalG" in e; }, get: function (e) { return e.mieDirectionalG; }, set: function (e, i) { e.mieDirectionalG = i; } }, metadata: R }, b, A), t(null, null, l, { kind: "field", name: "distance", static: !1, private: !1, access: { has: function (e) { return "distance" in e; }, get: function (e) { return e.distance; }, set: function (e, i) { e.distance = i; } }, metadata: R }, F, O), t(null, null, u, { kind: "field", name: "inclination", static: !1, private: !1, access: { has: function (e) { return "inclination" in e; }, get: function (e) { return e.inclination; }, set: function (e, i) { e.inclination = i; } }, metadata: R }, N, y), t(null, null, d, { kind: "field", name: "azimuth", static: !1, private: !1, access: { has: function (e) { return "azimuth" in e; }, get: function (e) { return e.azimuth; }, set: function (e, i) { e.azimuth = i; } }, metadata: R }, V, U), t(null, null, c, { kind: "field", name: "sunPosition", static: !1, private: !1, access: { has: function (e) { return "sunPosition" in e; }, get: function (e) { return e.sunPosition; }, set: function (e, i) { e.sunPosition = i; } }, metadata: R }, w, G), t(null, null, h, { kind: "field", name: "useSunPosition", static: !1, private: !1, access: { has: function (e) { return "useSunPosition" in e; }, get: function (e) { return e.useSunPosition; }, set: function (e, i) { e.useSunPosition = i; } }, metadata: R }, W, B), t(null, null, m, { kind: "field", name: "cameraOffset", static: !1, private: !1, access: { has: function (e) { return "cameraOffset" in e; }, get: function (e) { return e.cameraOffset; }, set: function (e, i) { e.cameraOffset = i; } }, metadata: R }, z, H), t(null, null, v, { kind: "field", name: "up", static: !1, private: !1, access: { has: function (e) { return "up" in e; }, get: function (e) { return e.up; }, set: function (e, i) { e.up = i; } }, metadata: R }, k, X), t(null, null, g, { kind: "field", name: "dithering", static: !1, private: !1, access: { has: function (e) { return "dithering" in e; }, get: function (e) { return e.dithering; }, set: function (e, i) { e.dithering = i; } }, metadata: R }, j, Y), t(null, null, p, { kind: "field", name: "rawHdrOutput", static: !1, private: !1, access: { has: function (e) { return "rawHdrOutput" in e; }, get: function (e) { return e.rawHdrOutput; }, set: function (e, i) { e.rawHdrOutput = i; } }, metadata: R }, Z, K), t(null, null, S, { kind: "field", name: "cloudiness", static: !1, private: !1, access: { has: function (e) { return "cloudiness" in e; }, get: function (e) { return e.cloudiness; }, set: function (e, i) { e.cloudiness = i; } }, metadata: R }, q, Q), R && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: R }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return kt; }), Promise.resolve().then(function () { return Zt; })]; }, function () { return [Promise.resolve().then(function () { return Jt; }), Promise.resolve().then(function () { return nn; })]; }), e; })();
|
|
1182
|
+
i.RegisterClass("BABYLON.SkyMaterial", N);
|
|
1183
|
+
var y = /** @class */ (function (_super) {
|
|
1184
|
+
__extends(y, _super);
|
|
1185
|
+
function y() {
|
|
1174
1186
|
var _this = this;
|
|
1175
1187
|
_this = _super.call(this) || this, _this.DIFFUSE = !1, _this.BUMP = !1, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.ALPHATEST = !1, _this.DEPTHPREPASS = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.SPECULARTERM = !1, _this.NORMAL = !1, _this.UV1 = !1, _this.UV2 = !1, _this.VERTEXCOLOR = !1, _this.VERTEXALPHA = !1, _this.NUM_BONE_INFLUENCERS = 0, _this.BonesPerMesh = 0, _this.INSTANCES = !1, _this.INSTANCESCOLOR = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.LOGARITHMICDEPTH = !1, _this.AREALIGHTSUPPORTED = !0, _this.AREALIGHTNOROUGHTNESS = !0, _this.rebuild();
|
|
1176
1188
|
return _this;
|
|
1177
1189
|
}
|
|
1178
|
-
return
|
|
1190
|
+
return y;
|
|
1179
1191
|
}(i.MaterialDefines));
|
|
1180
|
-
var
|
|
1192
|
+
var V = (function () { var e, s, o, f, l, u, d, c, h, m; var v, g, p, S, x, T, _, C, E, L, P, I, D, b, A, F, O, R, M, N, V, U = i.PushMaterial, w = [], G = [], W = [], B = [], z = [], H = [], k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = [], ne = [], re = [], ae = [], se = [], oe = [], fe = [], le = [], ue = [], de = [], ce = [], he = [], me = [], ve = [], ge = [], pe = [], Se = [], xe = [], Te = [], _e = [], Ce = [], Ee = [], Le = [], Pe = []; return e = /** @class */ (function (_super) {
|
|
1181
1193
|
__extends(e, _super);
|
|
1182
1194
|
function e(e, t, r) {
|
|
1183
1195
|
if (r === void 0) { r = !1; }
|
|
1184
1196
|
var _this = this;
|
|
1185
|
-
_this = _super.call(this, e, t, void 0, r) || this, _this._mixTexture = n(_this, w, void 0), s.set(_this, (n(_this, G), n(_this, W, void 0))), _this._diffuseTexture1 = (n(_this, B), n(_this, z, void 0)), o.set(_this, (n(_this, H), n(_this, k, void 0))), _this._diffuseTexture2 = (n(_this, X), n(_this, j, void 0)), f.set(_this, (n(_this,
|
|
1197
|
+
_this = _super.call(this, e, t, void 0, r) || this, _this._mixTexture = n(_this, w, void 0), s.set(_this, (n(_this, G), n(_this, W, void 0))), _this._diffuseTexture1 = (n(_this, B), n(_this, z, void 0)), o.set(_this, (n(_this, H), n(_this, k, void 0))), _this._diffuseTexture2 = (n(_this, X), n(_this, j, void 0)), f.set(_this, (n(_this, Y), n(_this, Z, void 0))), _this._diffuseTexture3 = (n(_this, K), n(_this, q, void 0)), l.set(_this, (n(_this, Q), n(_this, J, void 0))), _this._bumpTexture1 = (n(_this, $), n(_this, ee, void 0)), u.set(_this, (n(_this, ie), n(_this, te, void 0))), _this._bumpTexture2 = (n(_this, ne), n(_this, re, void 0)), d.set(_this, (n(_this, ae), n(_this, se, void 0))), _this._bumpTexture3 = (n(_this, oe), n(_this, fe, void 0)), c.set(_this, (n(_this, le), n(_this, ue, void 0))), _this.diffuseColor = (n(_this, de), n(_this, ce, new i.Color3(1, 1, 1))), _this.specularColor = (n(_this, he), n(_this, me, new i.Color3(0, 0, 0))), _this.specularPower = (n(_this, ve), n(_this, ge, 64)), _this._disableLighting = (n(_this, pe), n(_this, Se, !1)), h.set(_this, (n(_this, xe), n(_this, Te, void 0))), _this._maxSimultaneousLights = (n(_this, _e), n(_this, Ce, 4)), m.set(_this, (n(_this, Ee), n(_this, Le, void 0))), n(_this, Pe);
|
|
1186
1198
|
return _this;
|
|
1187
1199
|
}
|
|
1188
1200
|
Object.defineProperty(e.prototype, "mixTexture", {
|
|
@@ -1243,7 +1255,7 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1243
1255
|
e.prototype.needAlphaTesting = function () { return !1; };
|
|
1244
1256
|
e.prototype.getAlphaTestTexture = function () { return null; };
|
|
1245
1257
|
e.prototype.isReadyForSubMesh = function (t, n, r) { var a = n._drawWrapper; if (this.isFrozen && a.effect && a._wasPreviouslyReady && a._wasPreviouslyUsingInstances === r)
|
|
1246
|
-
return !0; n.materialDefines || (n.materialDefines = new
|
|
1258
|
+
return !0; n.materialDefines || (n.materialDefines = new y); var s = n.materialDefines, o = this.getScene(); if (this._isReadyForSubMesh(n))
|
|
1247
1259
|
return !0; var f = o.getEngine(); if (o.texturesEnabled) {
|
|
1248
1260
|
if (!this.mixTexture || !this.mixTexture.isReady())
|
|
1249
1261
|
return !1;
|
|
@@ -1271,11 +1283,11 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1271
1283
|
s.FOG && r_13.addFallback(1, "FOG"), i.HandleFallbacksForShadows(s, r_13, this.maxSimultaneousLights), s.NUM_BONE_INFLUENCERS > 0 && r_13.addCPUSkinningFallback(0, t), s.IMAGEPROCESSINGPOSTPROCESS = o.imageProcessingConfiguration.applyByPostProcess;
|
|
1272
1284
|
var a_11 = [i.VertexBuffer.PositionKind];
|
|
1273
1285
|
s.NORMAL && a_11.push(i.VertexBuffer.NormalKind), s.UV1 && a_11.push(i.VertexBuffer.UVKind), s.UV2 && a_11.push(i.VertexBuffer.UV2Kind), s.VERTEXCOLOR && a_11.push(i.VertexBuffer.ColorKind), i.PrepareAttributesForBones(a_11, t, s, r_13), i.PrepareAttributesForInstances(a_11, s);
|
|
1274
|
-
var l_10 = "terrain", u_10 = s.toString(), d_10 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor", "vFogInfos", "vFogColor", "pointSize", "vTextureInfos", "mBones", "textureMatrix", "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"], c_9 = ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler", "bump1Sampler", "bump2Sampler", "bump3Sampler", "logarithmicDepthConstant", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"],
|
|
1275
|
-
i.AddClipPlaneUniforms(d_10), i.PrepareUniformsAndSamplersList({ uniformsNames: d_10, uniformBuffersNames:
|
|
1286
|
+
var l_10 = "terrain", u_10 = s.toString(), d_10 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor", "vFogInfos", "vFogColor", "pointSize", "vTextureInfos", "mBones", "textureMatrix", "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"], c_9 = ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler", "bump1Sampler", "bump2Sampler", "bump3Sampler", "logarithmicDepthConstant", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"], h_9 = [];
|
|
1287
|
+
i.AddClipPlaneUniforms(d_10), i.PrepareUniformsAndSamplersList({ uniformsNames: d_10, uniformBuffersNames: h_9, samplers: c_9, defines: s, maxSimultaneousLights: this.maxSimultaneousLights, shaderLanguage: this._shaderLanguage }), n.setEffect(o.getEngine().createEffect(l_10, { attributes: a_11, uniformsNames: d_10, uniformBuffersNames: h_9, samplers: c_9, defines: u_10, fallbacks: r_13, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }, shaderLanguage: this._shaderLanguage, extraInitializationsAsync: e._ShaderLoader.getLoadCallback(this._shaderLanguage) }, f), s, this._materialContext);
|
|
1276
1288
|
} if (s.AREALIGHTUSED)
|
|
1277
|
-
for (var
|
|
1278
|
-
if (!t.lightSources[
|
|
1289
|
+
for (var e_82 = 0; e_82 < t.lightSources.length; e_82++)
|
|
1290
|
+
if (!t.lightSources[e_82]._isReady())
|
|
1279
1291
|
return !1; return !(!n.effect || !n.effect.isReady() || (s._renderId = o.getRenderId(), a._wasPreviouslyReady = !0, a._wasPreviouslyUsingInstances = !!r, 0)); };
|
|
1280
1292
|
e.prototype.bindForSubMesh = function (e, t, n) { var r = this.getScene(), a = n.materialDefines; if (!a)
|
|
1281
1293
|
return; var s = n.effect; s && (this._activeEffect = s, this.bindOnlyWorldMatrix(e), this._activeEffect.setMatrix("view", r.getViewMatrix()), this._activeEffect.setMatrix("viewProjection", r.getTransformMatrix()), i.BindBonesParameters(t, this._activeEffect), this._mustRebind(r, s, n) && (this.mixTexture && (this._activeEffect.setTexture("textureSampler", this._mixTexture), this._activeEffect.setFloat2("vTextureInfos", this._mixTexture.coordinatesIndex, this._mixTexture.level), this._activeEffect.setMatrix("textureMatrix", this._mixTexture.getTextureMatrix()), i.MaterialFlags.DiffuseTextureEnabled && (this._diffuseTexture1 && (this._activeEffect.setTexture("diffuse1Sampler", this._diffuseTexture1), this._activeEffect.setFloat2("diffuse1Infos", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale)), this._diffuseTexture2 && (this._activeEffect.setTexture("diffuse2Sampler", this._diffuseTexture2), this._activeEffect.setFloat2("diffuse2Infos", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale)), this._diffuseTexture3 && (this._activeEffect.setTexture("diffuse3Sampler", this._diffuseTexture3), this._activeEffect.setFloat2("diffuse3Infos", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale))), i.MaterialFlags.BumpTextureEnabled && r.getEngine().getCaps().standardDerivatives && (this._bumpTexture1 && this._activeEffect.setTexture("bump1Sampler", this._bumpTexture1), this._bumpTexture2 && this._activeEffect.setTexture("bump2Sampler", this._bumpTexture2), this._bumpTexture3 && this._activeEffect.setTexture("bump3Sampler", this._bumpTexture3))), i.BindClipPlane(s, this, r), this.pointsCloud && this._activeEffect.setFloat("pointSize", this.pointSize), this._useLogarithmicDepth && i.BindLogDepth(a, s, r), r.bindEyePosition(s)), this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * t.visibility), a.SPECULARTERM && this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower), r.lightsEnabled && !this.disableLighting && i.BindLights(r, t, this._activeEffect, a, this.maxSimultaneousLights), r.fogEnabled && t.applyFog && r.fogMode !== i.Scene.FOGMODE_NONE && this._activeEffect.setMatrix("view", r.getViewMatrix()), i.BindFogParameters(r, t, this._activeEffect), this._afterBind(t, this._activeEffect, n)); };
|
|
@@ -1291,23 +1303,23 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1291
1303
|
e.prototype.getClassName = function () { return "TerrainMaterial"; };
|
|
1292
1304
|
e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
|
|
1293
1305
|
return e;
|
|
1294
|
-
}(U)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, h = new WeakMap, m = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = U[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; v = [i.serializeAsTexture("mixTexture")], g = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], p = [i.serializeAsTexture("diffuseTexture1")], S = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], x = [i.serializeAsTexture("diffuseTexture2")], T = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], _ = [i.serializeAsTexture("diffuseTexture3")], C = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], E = [i.serializeAsTexture("bumpTexture1")], L = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], P = [i.serializeAsTexture("bumpTexture2")], I = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], D = [i.serializeAsTexture("bumpTexture3")], b = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], A = [i.serializeAsColor3()], F = [i.serializeAsColor3()], O = [i.serialize()],
|
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1295
|
-
i.RegisterClass("BABYLON.TerrainMaterial",
|
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1296
|
-
var
|
|
1297
|
-
__extends(
|
|
1298
|
-
function
|
|
1306
|
+
}(U)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, h = new WeakMap, m = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = U[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; v = [i.serializeAsTexture("mixTexture")], g = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], p = [i.serializeAsTexture("diffuseTexture1")], S = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], x = [i.serializeAsTexture("diffuseTexture2")], T = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], _ = [i.serializeAsTexture("diffuseTexture3")], C = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], E = [i.serializeAsTexture("bumpTexture1")], L = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], P = [i.serializeAsTexture("bumpTexture2")], I = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], D = [i.serializeAsTexture("bumpTexture3")], b = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], A = [i.serializeAsColor3()], F = [i.serializeAsColor3()], O = [i.serialize()], R = [i.serialize("disableLighting")], M = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], N = [i.serialize("maxSimultaneousLights")], V = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, g, { kind: "accessor", name: "mixTexture", static: !1, private: !1, access: { has: function (e) { return "mixTexture" in e; }, get: function (e) { return e.mixTexture; }, set: function (e, i) { e.mixTexture = i; } }, metadata: r }, W, B), t(e, null, S, { kind: "accessor", name: "diffuseTexture1", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture1" in e; }, get: function (e) { return e.diffuseTexture1; }, set: function (e, i) { e.diffuseTexture1 = i; } }, metadata: r }, k, X), t(e, null, T, { kind: "accessor", name: "diffuseTexture2", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture2" in e; }, get: function (e) { return e.diffuseTexture2; }, set: function (e, i) { e.diffuseTexture2 = i; } }, metadata: r }, Z, K), t(e, null, C, { kind: "accessor", name: "diffuseTexture3", static: !1, private: !1, access: { has: function (e) { return "diffuseTexture3" in e; }, get: function (e) { return e.diffuseTexture3; }, set: function (e, i) { e.diffuseTexture3 = i; } }, metadata: r }, J, $), t(e, null, L, { kind: "accessor", name: "bumpTexture1", static: !1, private: !1, access: { has: function (e) { return "bumpTexture1" in e; }, get: function (e) { return e.bumpTexture1; }, set: function (e, i) { e.bumpTexture1 = i; } }, metadata: r }, te, ne), t(e, null, I, { kind: "accessor", name: "bumpTexture2", static: !1, private: !1, access: { has: function (e) { return "bumpTexture2" in e; }, get: function (e) { return e.bumpTexture2; }, set: function (e, i) { e.bumpTexture2 = i; } }, metadata: r }, se, oe), t(e, null, b, { kind: "accessor", name: "bumpTexture3", static: !1, private: !1, access: { has: function (e) { return "bumpTexture3" in e; }, get: function (e) { return e.bumpTexture3; }, set: function (e, i) { e.bumpTexture3 = i; } }, metadata: r }, ue, de), t(e, null, M, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, Te, _e), t(e, null, V, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, Le, Pe), t(null, null, v, { kind: "field", name: "_mixTexture", static: !1, private: !1, access: { has: function (e) { return "_mixTexture" in e; }, get: function (e) { return e._mixTexture; }, set: function (e, i) { e._mixTexture = i; } }, metadata: r }, w, G), t(null, null, p, { kind: "field", name: "_diffuseTexture1", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture1" in e; }, get: function (e) { return e._diffuseTexture1; }, set: function (e, i) { e._diffuseTexture1 = i; } }, metadata: r }, z, H), t(null, null, x, { kind: "field", name: "_diffuseTexture2", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture2" in e; }, get: function (e) { return e._diffuseTexture2; }, set: function (e, i) { e._diffuseTexture2 = i; } }, metadata: r }, j, Y), t(null, null, _, { kind: "field", name: "_diffuseTexture3", static: !1, private: !1, access: { has: function (e) { return "_diffuseTexture3" in e; }, get: function (e) { return e._diffuseTexture3; }, set: function (e, i) { e._diffuseTexture3 = i; } }, metadata: r }, q, Q), t(null, null, E, { kind: "field", name: "_bumpTexture1", static: !1, private: !1, access: { has: function (e) { return "_bumpTexture1" in e; }, get: function (e) { return e._bumpTexture1; }, set: function (e, i) { e._bumpTexture1 = i; } }, metadata: r }, ee, ie), t(null, null, P, { kind: "field", name: "_bumpTexture2", static: !1, private: !1, access: { has: function (e) { return "_bumpTexture2" in e; }, get: function (e) { return e._bumpTexture2; }, set: function (e, i) { e._bumpTexture2 = i; } }, metadata: r }, re, ae), t(null, null, D, { kind: "field", name: "_bumpTexture3", static: !1, private: !1, access: { has: function (e) { return "_bumpTexture3" in e; }, get: function (e) { return e._bumpTexture3; }, set: function (e, i) { e._bumpTexture3 = i; } }, metadata: r }, fe, le), t(null, null, A, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, ce, he), t(null, null, F, { kind: "field", name: "specularColor", static: !1, private: !1, access: { has: function (e) { return "specularColor" in e; }, get: function (e) { return e.specularColor; }, set: function (e, i) { e.specularColor = i; } }, metadata: r }, me, ve), t(null, null, O, { kind: "field", name: "specularPower", static: !1, private: !1, access: { has: function (e) { return "specularPower" in e; }, get: function (e) { return e.specularPower; }, set: function (e, i) { e.specularPower = i; } }, metadata: r }, ge, pe), t(null, null, R, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, Se, xe), t(null, null, N, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, Ce, Ee), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return on; }), Promise.resolve().then(function () { return dn; })]; }, function () { return [Promise.resolve().then(function () { return vn; }), Promise.resolve().then(function () { return xn; })]; }), e; })();
|
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+
i.RegisterClass("BABYLON.TerrainMaterial", V);
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+
var U = /** @class */ (function (_super) {
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__extends(U, _super);
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+
function U() {
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var _this = this;
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_this = _super.call(this) || this, _this.DIFFUSEX = !1, _this.DIFFUSEY = !1, _this.DIFFUSEZ = !1, _this.BUMPX = !1, _this.BUMPY = !1, _this.BUMPZ = !1, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.ALPHATEST = !1, _this.DEPTHPREPASS = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.SPECULARTERM = !1, _this.NORMAL = !1, _this.VERTEXCOLOR = !1, _this.VERTEXALPHA = !1, _this.NUM_BONE_INFLUENCERS = 0, _this.BonesPerMesh = 0, _this.INSTANCES = !1, _this.INSTANCESCOLOR = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.NONUNIFORMSCALING = !1, _this.LOGARITHMICDEPTH = !1, _this.AREALIGHTSUPPORTED = !0, _this.AREALIGHTNOROUGHTNESS = !0, _this.rebuild();
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return _this;
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}
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1303
|
-
return
|
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1315
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+
return U;
|
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1304
1316
|
}(i.MaterialDefines));
|
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1305
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-
var
|
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1317
|
+
var w = (function () { var e, s, o, f, l, u, d, c, h; var m, v, g, p, S, x, T, _, C, E, L, P, I, D, b, A, F, O, R, M, N, y = i.PushMaterial, V = [], w = [], G = [], W = [], B = [], z = [], H = [], k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = [], ne = [], re = [], ae = [], se = [], oe = [], fe = [], le = [], ue = [], de = [], ce = [], he = [], me = [], ve = [], ge = [], pe = [], Se = [], xe = [], Te = [], _e = [], Ce = [], Ee = [], Le = []; return e = /** @class */ (function (_super) {
|
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__extends(e, _super);
|
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1307
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function e(e, t, r) {
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if (r === void 0) { r = !1; }
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var _this = this;
|
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1310
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-
_this = _super.call(this, e, t, void 0, r) || this, _this.mixTexture = n(_this,
|
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1322
|
+
_this = _super.call(this, e, t, void 0, r) || this, _this.mixTexture = n(_this, V, void 0), _this._diffuseTextureX = (n(_this, w), n(_this, G, void 0)), s.set(_this, (n(_this, W), n(_this, B, void 0))), _this._diffuseTextureY = (n(_this, z), n(_this, H, void 0)), o.set(_this, (n(_this, k), n(_this, X, void 0))), _this._diffuseTextureZ = (n(_this, j), n(_this, Y, void 0)), f.set(_this, (n(_this, Z), n(_this, K, void 0))), _this._normalTextureX = (n(_this, q), n(_this, Q, void 0)), l.set(_this, (n(_this, J), n(_this, $, void 0))), _this._normalTextureY = (n(_this, ee), n(_this, ie, void 0)), u.set(_this, (n(_this, te), n(_this, ne, void 0))), _this._normalTextureZ = (n(_this, re), n(_this, ae, void 0)), d.set(_this, (n(_this, se), n(_this, oe, void 0))), _this.tileSize = (n(_this, fe), n(_this, le, 1)), _this.diffuseColor = (n(_this, ue), n(_this, de, new i.Color3(1, 1, 1))), _this.specularColor = (n(_this, ce), n(_this, he, new i.Color3(.2, .2, .2))), _this.specularPower = (n(_this, me), n(_this, ve, 64)), _this._disableLighting = (n(_this, ge), n(_this, pe, !1)), c.set(_this, (n(_this, Se), n(_this, xe, void 0))), _this._maxSimultaneousLights = (n(_this, Te), n(_this, _e, 4)), h.set(_this, (n(_this, Ce), n(_this, Ee, void 0))), n(_this, Le);
|
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1311
1323
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return _this;
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1312
1324
|
}
|
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1313
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|
Object.defineProperty(e.prototype, "diffuseTextureX", {
|
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@@ -1362,22 +1374,22 @@ var __values = (this && this.__values) || function(o) {
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1362
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e.prototype.needAlphaTesting = function () { return !1; };
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e.prototype.getAlphaTestTexture = function () { return null; };
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1364
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e.prototype.isReadyForSubMesh = function (t, n, r) { var a = n._drawWrapper; if (this.isFrozen && a.effect && a._wasPreviouslyReady && a._wasPreviouslyUsingInstances === r)
|
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1365
|
-
return !0; n.materialDefines || (n.materialDefines = new
|
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|
+
return !0; n.materialDefines || (n.materialDefines = new U); var s = n.materialDefines, o = this.getScene(); if (this._isReadyForSubMesh(n))
|
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|
return !0; var f = o.getEngine(); if (s._areTexturesDirty && o.texturesEnabled) {
|
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1367
1379
|
if (i.MaterialFlags.DiffuseTextureEnabled) {
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-
var
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1369
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-
for (var t_7 = 0; t_7 <
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if (
|
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1371
|
-
if (!
|
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1380
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+
var e_83 = [this.diffuseTextureX, this.diffuseTextureY, this.diffuseTextureZ], i_10 = ["DIFFUSEX", "DIFFUSEY", "DIFFUSEZ"];
|
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1381
|
+
for (var t_7 = 0; t_7 < e_83.length; t_7++)
|
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+
if (e_83[t_7]) {
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+
if (!e_83[t_7].isReady())
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|
return !1;
|
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1373
1385
|
s[i_10[t_7]] = !0;
|
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1374
1386
|
}
|
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1375
1387
|
}
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1376
1388
|
if (i.MaterialFlags.BumpTextureEnabled) {
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-
var
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1378
|
-
for (var t_8 = 0; t_8 <
|
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1379
|
-
if (
|
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1380
|
-
if (!
|
|
1389
|
+
var e_84 = [this.normalTextureX, this.normalTextureY, this.normalTextureZ], i_11 = ["BUMPX", "BUMPY", "BUMPZ"];
|
|
1390
|
+
for (var t_8 = 0; t_8 < e_84.length; t_8++)
|
|
1391
|
+
if (e_84[t_8]) {
|
|
1392
|
+
if (!e_84[t_8].isReady())
|
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1381
1393
|
return !1;
|
|
1382
1394
|
s[i_11[t_8]] = !0;
|
|
1383
1395
|
}
|
|
@@ -1388,11 +1400,11 @@ var __values = (this && this.__values) || function(o) {
|
|
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1388
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s.FOG && r_14.addFallback(1, "FOG"), i.HandleFallbacksForShadows(s, r_14, this.maxSimultaneousLights), s.NUM_BONE_INFLUENCERS > 0 && r_14.addCPUSkinningFallback(0, t), s.IMAGEPROCESSINGPOSTPROCESS = o.imageProcessingConfiguration.applyByPostProcess;
|
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var a_12 = [i.VertexBuffer.PositionKind];
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s.NORMAL && a_12.push(i.VertexBuffer.NormalKind), s.VERTEXCOLOR && a_12.push(i.VertexBuffer.ColorKind), i.PrepareAttributesForBones(a_12, t, s, r_14), i.PrepareAttributesForInstances(a_12, s);
|
|
1391
|
-
var l_11 = "triplanar", u_11 = s.toString(), d_11 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor", "vFogInfos", "vFogColor", "pointSize", "mBones", "tileSize"], c_10 = ["diffuseSamplerX", "diffuseSamplerY", "diffuseSamplerZ", "normalSamplerX", "normalSamplerY", "normalSamplerZ", "logarithmicDepthConstant", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"],
|
|
1392
|
-
i.AddClipPlaneUniforms(d_11), i.PrepareUniformsAndSamplersList({ uniformsNames: d_11, uniformBuffersNames:
|
|
1403
|
+
var l_11 = "triplanar", u_11 = s.toString(), d_11 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor", "vFogInfos", "vFogColor", "pointSize", "mBones", "tileSize"], c_10 = ["diffuseSamplerX", "diffuseSamplerY", "diffuseSamplerZ", "normalSamplerX", "normalSamplerY", "normalSamplerZ", "logarithmicDepthConstant", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"], h_10 = [];
|
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1404
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+
i.AddClipPlaneUniforms(d_11), i.PrepareUniformsAndSamplersList({ uniformsNames: d_11, uniformBuffersNames: h_10, samplers: c_10, defines: s, maxSimultaneousLights: this.maxSimultaneousLights, shaderLanguage: this._shaderLanguage }), n.setEffect(o.getEngine().createEffect(l_11, { attributes: a_12, uniformsNames: d_11, uniformBuffersNames: h_10, samplers: c_10, defines: u_11, fallbacks: r_14, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }, shaderLanguage: this._shaderLanguage, extraInitializationsAsync: e._ShaderLoader.getLoadCallback(this._shaderLanguage) }, f), s, this._materialContext);
|
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1393
1405
|
} if (s.AREALIGHTUSED)
|
|
1394
|
-
for (var
|
|
1395
|
-
if (!t.lightSources[
|
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|
+
for (var e_85 = 0; e_85 < t.lightSources.length; e_85++)
|
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1407
|
+
if (!t.lightSources[e_85]._isReady())
|
|
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|
return !1; return !(!n.effect || !n.effect.isReady() || (s._renderId = o.getRenderId(), a._wasPreviouslyReady = !0, a._wasPreviouslyUsingInstances = !!r, 0)); };
|
|
1397
1409
|
e.prototype.bindForSubMesh = function (e, t, n) { var r = this.getScene(), a = n.materialDefines; if (!a)
|
|
1398
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|
return; var s = n.effect; s && (this._activeEffect = s, this.bindOnlyWorldMatrix(e), this._activeEffect.setMatrix("viewProjection", r.getTransformMatrix()), i.BindBonesParameters(t, this._activeEffect), this._activeEffect.setFloat("tileSize", this.tileSize), this._mustRebind(r, s, n) && (this.diffuseTextureX && this._activeEffect.setTexture("diffuseSamplerX", this.diffuseTextureX), this.diffuseTextureY && this._activeEffect.setTexture("diffuseSamplerY", this.diffuseTextureY), this.diffuseTextureZ && this._activeEffect.setTexture("diffuseSamplerZ", this.diffuseTextureZ), this.normalTextureX && this._activeEffect.setTexture("normalSamplerX", this.normalTextureX), this.normalTextureY && this._activeEffect.setTexture("normalSamplerY", this.normalTextureY), this.normalTextureZ && this._activeEffect.setTexture("normalSamplerZ", this.normalTextureZ), i.BindClipPlane(s, this, r), this.pointsCloud && this._activeEffect.setFloat("pointSize", this.pointSize), this._useLogarithmicDepth && i.BindLogDepth(a, s, r), r.bindEyePosition(s)), this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * t.visibility), a.SPECULARTERM && this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower), r.lightsEnabled && !this.disableLighting && i.BindLights(r, t, this._activeEffect, a, this.maxSimultaneousLights), r.fogEnabled && t.applyFog && r.fogMode !== i.Scene.FOGMODE_NONE && this._activeEffect.setMatrix("view", r.getViewMatrix()), i.BindFogParameters(r, t, this._activeEffect), this._afterBind(t, this._activeEffect, n)); };
|
|
@@ -1408,24 +1420,24 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1408
1420
|
e.prototype.getClassName = function () { return "TriPlanarMaterial"; };
|
|
1409
1421
|
e.Parse = function (t, n, r) { return i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); };
|
|
1410
1422
|
return e;
|
|
1411
|
-
}(y)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, h = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = y[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; m = [i.serializeAsTexture()], v = [i.serializeAsTexture("diffuseTextureX")], g = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], p = [i.serializeAsTexture("diffuseTexturY")], S = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], x = [i.serializeAsTexture("diffuseTextureZ")], T = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], _ = [i.serializeAsTexture("normalTextureX")], C = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], E = [i.serializeAsTexture("normalTextureY")], L = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], P = [i.serializeAsTexture("normalTextureZ")], I = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], D = [i.serialize()], b = [i.serializeAsColor3()], A = [i.serializeAsColor3()], F = [i.serialize()], O = [i.serialize("disableLighting")],
|
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i.RegisterClass("BABYLON.TriPlanarMaterial",
|
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var
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-
__extends(
|
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-
function
|
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+
}(y)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, h = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = y[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; m = [i.serializeAsTexture()], v = [i.serializeAsTexture("diffuseTextureX")], g = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], p = [i.serializeAsTexture("diffuseTexturY")], S = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], x = [i.serializeAsTexture("diffuseTextureZ")], T = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], _ = [i.serializeAsTexture("normalTextureX")], C = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], E = [i.serializeAsTexture("normalTextureY")], L = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], P = [i.serializeAsTexture("normalTextureZ")], I = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], D = [i.serialize()], b = [i.serializeAsColor3()], A = [i.serializeAsColor3()], F = [i.serialize()], O = [i.serialize("disableLighting")], R = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], M = [i.serialize("maxSimultaneousLights")], N = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], t(e, null, g, { kind: "accessor", name: "diffuseTextureX", static: !1, private: !1, access: { has: function (e) { return "diffuseTextureX" in e; }, get: function (e) { return e.diffuseTextureX; }, set: function (e, i) { e.diffuseTextureX = i; } }, metadata: r }, B, z), t(e, null, S, { kind: "accessor", name: "diffuseTextureY", static: !1, private: !1, access: { has: function (e) { return "diffuseTextureY" in e; }, get: function (e) { return e.diffuseTextureY; }, set: function (e, i) { e.diffuseTextureY = i; } }, metadata: r }, X, j), t(e, null, T, { kind: "accessor", name: "diffuseTextureZ", static: !1, private: !1, access: { has: function (e) { return "diffuseTextureZ" in e; }, get: function (e) { return e.diffuseTextureZ; }, set: function (e, i) { e.diffuseTextureZ = i; } }, metadata: r }, K, q), t(e, null, C, { kind: "accessor", name: "normalTextureX", static: !1, private: !1, access: { has: function (e) { return "normalTextureX" in e; }, get: function (e) { return e.normalTextureX; }, set: function (e, i) { e.normalTextureX = i; } }, metadata: r }, $, ee), t(e, null, L, { kind: "accessor", name: "normalTextureY", static: !1, private: !1, access: { has: function (e) { return "normalTextureY" in e; }, get: function (e) { return e.normalTextureY; }, set: function (e, i) { e.normalTextureY = i; } }, metadata: r }, ne, re), t(e, null, I, { kind: "accessor", name: "normalTextureZ", static: !1, private: !1, access: { has: function (e) { return "normalTextureZ" in e; }, get: function (e) { return e.normalTextureZ; }, set: function (e, i) { e.normalTextureZ = i; } }, metadata: r }, oe, fe), t(e, null, R, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, xe, Te), t(e, null, N, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, Ee, Le), t(null, null, m, { kind: "field", name: "mixTexture", static: !1, private: !1, access: { has: function (e) { return "mixTexture" in e; }, get: function (e) { return e.mixTexture; }, set: function (e, i) { e.mixTexture = i; } }, metadata: r }, V, w), t(null, null, v, { kind: "field", name: "_diffuseTextureX", static: !1, private: !1, access: { has: function (e) { return "_diffuseTextureX" in e; }, get: function (e) { return e._diffuseTextureX; }, set: function (e, i) { e._diffuseTextureX = i; } }, metadata: r }, G, W), t(null, null, p, { kind: "field", name: "_diffuseTextureY", static: !1, private: !1, access: { has: function (e) { return "_diffuseTextureY" in e; }, get: function (e) { return e._diffuseTextureY; }, set: function (e, i) { e._diffuseTextureY = i; } }, metadata: r }, H, k), t(null, null, x, { kind: "field", name: "_diffuseTextureZ", static: !1, private: !1, access: { has: function (e) { return "_diffuseTextureZ" in e; }, get: function (e) { return e._diffuseTextureZ; }, set: function (e, i) { e._diffuseTextureZ = i; } }, metadata: r }, Y, Z), t(null, null, _, { kind: "field", name: "_normalTextureX", static: !1, private: !1, access: { has: function (e) { return "_normalTextureX" in e; }, get: function (e) { return e._normalTextureX; }, set: function (e, i) { e._normalTextureX = i; } }, metadata: r }, Q, J), t(null, null, E, { kind: "field", name: "_normalTextureY", static: !1, private: !1, access: { has: function (e) { return "_normalTextureY" in e; }, get: function (e) { return e._normalTextureY; }, set: function (e, i) { e._normalTextureY = i; } }, metadata: r }, ie, te), t(null, null, P, { kind: "field", name: "_normalTextureZ", static: !1, private: !1, access: { has: function (e) { return "_normalTextureZ" in e; }, get: function (e) { return e._normalTextureZ; }, set: function (e, i) { e._normalTextureZ = i; } }, metadata: r }, ae, se), t(null, null, D, { kind: "field", name: "tileSize", static: !1, private: !1, access: { has: function (e) { return "tileSize" in e; }, get: function (e) { return e.tileSize; }, set: function (e, i) { e.tileSize = i; } }, metadata: r }, le, ue), t(null, null, b, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, de, ce), t(null, null, A, { kind: "field", name: "specularColor", static: !1, private: !1, access: { has: function (e) { return "specularColor" in e; }, get: function (e) { return e.specularColor; }, set: function (e, i) { e.specularColor = i; } }, metadata: r }, he, me), t(null, null, F, { kind: "field", name: "specularPower", static: !1, private: !1, access: { has: function (e) { return "specularPower" in e; }, get: function (e) { return e.specularPower; }, set: function (e, i) { e.specularPower = i; } }, metadata: r }, ve, ge), t(null, null, O, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, pe, Se), t(null, null, M, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, _e, Ce), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return En; }), Promise.resolve().then(function () { return Dn; })]; }, function () { return [Promise.resolve().then(function () { return On; }), Promise.resolve().then(function () { return yn; })]; }), e; })();
|
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+
i.RegisterClass("BABYLON.TriPlanarMaterial", w);
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+
var G = /** @class */ (function (_super) {
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__extends(G, _super);
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+
function G() {
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var _this = this;
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_this = _super.call(this) || this, _this.BUMP = !1, _this.REFLECTION = !1, _this.CLIPPLANE = !1, _this.CLIPPLANE2 = !1, _this.CLIPPLANE3 = !1, _this.CLIPPLANE4 = !1, _this.CLIPPLANE5 = !1, _this.CLIPPLANE6 = !1, _this.ALPHATEST = !1, _this.DEPTHPREPASS = !1, _this.POINTSIZE = !1, _this.FOG = !1, _this.NORMAL = !1, _this.UV1 = !1, _this.UV2 = !1, _this.VERTEXCOLOR = !1, _this.VERTEXALPHA = !1, _this.NUM_BONE_INFLUENCERS = 0, _this.BonesPerMesh = 0, _this.INSTANCES = !1, _this.INSTANCESCOLOR = !1, _this.SPECULARTERM = !1, _this.LOGARITHMICDEPTH = !1, _this.USE_REVERSE_DEPTHBUFFER = !1, _this.FRESNELSEPARATE = !1, _this.BUMPSUPERIMPOSE = !1, _this.BUMPAFFECTSREFLECTION = !1, _this.USE_WORLD_COORDINATES = !1, _this.IMAGEPROCESSING = !1, _this.WHITEBALANCE = !1, _this.VIGNETTE = !1, _this.VIGNETTEBLENDMODEMULTIPLY = !1, _this.VIGNETTEBLENDMODEOPAQUE = !1, _this.TONEMAPPING = 0, _this.CONTRAST = !1, _this.EXPOSURE = !1, _this.COLORCURVES = !1, _this.COLORGRADING = !1, _this.COLORGRADING3D = !1, _this.SAMPLER3DGREENDEPTH = !1, _this.SAMPLER3DBGRMAP = !1, _this.DITHER = !1, _this.IMAGEPROCESSINGPOSTPROCESS = !1, _this.SKIPFINALCOLORCLAMP = !1, _this.rebuild();
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return _this;
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}
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-
return
|
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+
return G;
|
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}(i.MaterialDefines));
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1422
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-
var
|
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1434
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+
var W = (function () { var e, s, o, f, l, u, d, c; var h, m, v, g, p, S, x, T, _, C, E, L, P, I, D, b, A, F, O, R, M, N, y, V, U, w, W, B, z, H = i.PushMaterial, k = [], X = [], j = [], Y = [], Z = [], K = [], q = [], Q = [], J = [], $ = [], ee = [], ie = [], te = [], ne = [], re = [], ae = [], se = [], oe = [], fe = [], le = [], ue = [], de = [], ce = [], he = [], me = [], ve = [], ge = [], pe = [], Se = [], xe = [], Te = [], _e = [], Ce = [], Ee = [], Le = [], Pe = [], Ie = [], De = [], be = [], Ae = [], Fe = [], Oe = [], Re = [], Me = [], Ne = [], ye = [], Ve = [], Ue = [], we = [], Ge = [], We = [], Be = [], ze = [], He = [], ke = [], Xe = [], je = [], Ye = []; return e = /** @class */ (function (_super) {
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__extends(e, _super);
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function e(e, t, r, a) {
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1425
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if (r === void 0) { r = new i.Vector2(512, 512); }
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if (a === void 0) { a = !1; }
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var _this = this;
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-
_this = _super.call(this, e, t, void 0, a) || this, _this.renderTargetSize = r, _this._bumpTexture = n(_this, k, void 0), s.set(_this, (n(_this, X), n(_this, j, void 0))), _this.diffuseColor = (n(_this,
|
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|
+
_this = _super.call(this, e, t, void 0, a) || this, _this.renderTargetSize = r, _this._bumpTexture = n(_this, k, void 0), s.set(_this, (n(_this, X), n(_this, j, void 0))), _this.diffuseColor = (n(_this, Y), n(_this, Z, new i.Color3(1, 1, 1))), _this.specularColor = (n(_this, K), n(_this, q, new i.Color3(0, 0, 0))), _this.specularPower = (n(_this, Q), n(_this, J, 64)), _this._disableLighting = (n(_this, $), n(_this, ee, !1)), o.set(_this, (n(_this, ie), n(_this, te, void 0))), _this._maxSimultaneousLights = (n(_this, ne), n(_this, re, 4)), f.set(_this, (n(_this, ae), n(_this, se, void 0))), _this.windForce = (n(_this, oe), n(_this, fe, 6)), _this.windDirection = (n(_this, le), n(_this, ue, new i.Vector2(0, 1))), _this.waveHeight = (n(_this, de), n(_this, ce, .4)), _this.bumpHeight = (n(_this, he), n(_this, me, .4)), _this._bumpSuperimpose = (n(_this, ve), n(_this, ge, !1)), l.set(_this, (n(_this, pe), n(_this, Se, void 0))), _this._fresnelSeparate = (n(_this, xe), n(_this, Te, !1)), u.set(_this, (n(_this, _e), n(_this, Ce, void 0))), _this._bumpAffectsReflection = (n(_this, Ee), n(_this, Le, !1)), d.set(_this, (n(_this, Pe), n(_this, Ie, void 0))), _this.waterColor = (n(_this, De), n(_this, be, new i.Color3(.1, .1, .6))), _this.colorBlendFactor = (n(_this, Ae), n(_this, Fe, .2)), _this.waterColor2 = (n(_this, Oe), n(_this, Re, new i.Color3(.1, .1, .6))), _this.colorBlendFactor2 = (n(_this, Me), n(_this, Ne, .2)), _this.waveLength = (n(_this, ye), n(_this, Ve, .1)), _this.waveSpeed = (n(_this, Ue), n(_this, we, 1)), _this.waveCount = (n(_this, Ge), n(_this, We, 20)), _this.disableClipPlane = (n(_this, Be), n(_this, ze, !1)), _this._useWorldCoordinatesForWaveDeformation = (n(_this, He), n(_this, ke, !1)), c.set(_this, (n(_this, Xe), n(_this, je, void 0))), _this._renderTargets = (n(_this, Ye), new i.SmartArray(16)), _this._mesh = null, _this._reflectionTransform = i.Matrix.Zero(), _this._offsetMirror = i.Matrix.Zero(), _this._tempPlane = new i.Plane(0, 0, 0, 0), _this._lastTime = 0, _this._lastDeltaTime = 0, _this._createRenderTargets(_this.getScene(), r), _this.getRenderTargetTextures = function () { return (_this._renderTargets.reset(), _this._renderTargets.push(_this._reflectionRTT), _this._renderTargets.push(_this._refractionRTT), _this._renderTargets); }, _this._imageProcessingConfiguration = _this.getScene().imageProcessingConfiguration, _this._imageProcessingConfiguration && (_this._imageProcessingObserver = _this._imageProcessingConfiguration.onUpdateParameters.add(function () { _this._markAllSubMeshesAsImageProcessingDirty(); }));
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return _this;
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}
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Object.defineProperty(e.prototype, "bumpTexture", {
|
|
@@ -1504,7 +1516,7 @@ var __values = (this && this.__values) || function(o) {
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1504
1516
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e.prototype.needAlphaTesting = function () { return !1; };
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1517
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e.prototype.getAlphaTestTexture = function () { return null; };
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1518
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e.prototype.isReadyForSubMesh = function (t, n, r) { var a = n._drawWrapper; if (this.isFrozen && a.effect && a._wasPreviouslyReady && a._wasPreviouslyUsingInstances === r)
|
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1507
|
-
return !0; n.materialDefines || (n.materialDefines = new
|
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1519
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+
return !0; n.materialDefines || (n.materialDefines = new G); var s = n.materialDefines, o = this.getScene(); if (this._isReadyForSubMesh(n))
|
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1520
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return !0; var f = o.getEngine(); if (s._areTexturesDirty && (s._needUVs = !1, o.texturesEnabled)) {
|
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1521
|
if (this.bumpTexture && i.MaterialFlags.BumpTextureEnabled) {
|
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if (!this.bumpTexture.isReady())
|
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@@ -1517,8 +1529,8 @@ var __values = (this && this.__values) || function(o) {
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return !1;
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this._imageProcessingConfiguration.prepareDefines(s), s.IS_REFLECTION_LINEAR = null != this.reflectionTexture && !this.reflectionTexture.gammaSpace, s.IS_REFRACTION_LINEAR = null != this.refractionTexture && !this.refractionTexture.gammaSpace;
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} if (i.PrepareDefinesForAttributes(t, s, !0, !0), this._mesh = t, this._waitingRenderList) {
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for (var
|
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1521
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this.addToRenderList(o.getNodeById(this._waitingRenderList[
|
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+
for (var e_86 = 0; e_86 < this._waitingRenderList.length; e_86++)
|
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+
this.addToRenderList(o.getNodeById(this._waitingRenderList[e_86]));
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this._waitingRenderList = null;
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} if (s.isDirty) {
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s.markAsProcessed(), o.resetCachedMaterial();
|
|
@@ -1526,14 +1538,14 @@ var __values = (this && this.__values) || function(o) {
|
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s.FOG && r_15.addFallback(1, "FOG"), s.LOGARITHMICDEPTH && r_15.addFallback(0, "LOGARITHMICDEPTH"), i.HandleFallbacksForShadows(s, r_15, this.maxSimultaneousLights), s.NUM_BONE_INFLUENCERS > 0 && r_15.addCPUSkinningFallback(0, t);
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var a_13 = [i.VertexBuffer.PositionKind];
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s.NORMAL && a_13.push(i.VertexBuffer.NormalKind), s.UV1 && a_13.push(i.VertexBuffer.UVKind), s.UV2 && a_13.push(i.VertexBuffer.UV2Kind), s.VERTEXCOLOR && a_13.push(i.VertexBuffer.ColorKind), i.PrepareAttributesForBones(a_13, t, s, r_15), i.PrepareAttributesForInstances(a_13, s);
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var l_12 = "water", u_12 = s.toString(), d_12 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor", "vFogInfos", "vFogColor", "pointSize", "vNormalInfos", "mBones", "normalMatrix", "logarithmicDepthConstant", "reflectionViewProjection", "windDirection", "waveLength", "time", "windForce", "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed", "waveCount"], c_11 = ["normalSampler", "refractionSampler", "reflectionSampler"],
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i.ImageProcessingConfiguration && (i.ImageProcessingConfiguration.PrepareUniforms(d_12, s), i.ImageProcessingConfiguration.PrepareSamplers(c_11, s)), i.AddClipPlaneUniforms(d_12), i.PrepareUniformsAndSamplersList({ uniformsNames: d_12, uniformBuffersNames:
|
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+
var l_12 = "water", u_12 = s.toString(), d_12 = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor", "vFogInfos", "vFogColor", "pointSize", "vNormalInfos", "mBones", "normalMatrix", "logarithmicDepthConstant", "reflectionViewProjection", "windDirection", "waveLength", "time", "windForce", "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed", "waveCount"], c_11 = ["normalSampler", "refractionSampler", "reflectionSampler"], h_11 = [];
|
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+
i.ImageProcessingConfiguration && (i.ImageProcessingConfiguration.PrepareUniforms(d_12, s), i.ImageProcessingConfiguration.PrepareSamplers(c_11, s)), i.AddClipPlaneUniforms(d_12), i.PrepareUniformsAndSamplersList({ uniformsNames: d_12, uniformBuffersNames: h_11, samplers: c_11, defines: s, maxSimultaneousLights: this.maxSimultaneousLights, shaderLanguage: this._shaderLanguage }), n.setEffect(o.getEngine().createEffect(l_12, { attributes: a_13, uniformsNames: d_12, uniformBuffersNames: h_11, samplers: c_11, defines: u_12, fallbacks: r_15, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }, shaderLanguage: this._shaderLanguage, extraInitializationsAsync: e._ShaderLoader.getLoadCallback(this._shaderLanguage) }, f), s, this._materialContext);
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} return !(!n.effect || !n.effect.isReady() || (s._renderId = o.getRenderId(), a._wasPreviouslyReady = !0, a._wasPreviouslyUsingInstances = !!r, 0)); };
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e.prototype.bindForSubMesh = function (e, t, n) { var r = this.getScene(), a = n.materialDefines; if (!a)
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return; var s = n.effect; if (!s || !this._mesh)
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1546
|
return; this._activeEffect = s, this.bindOnlyWorldMatrix(e), this._activeEffect.setMatrix("viewProjection", r.getTransformMatrix()), i.BindBonesParameters(t, this._activeEffect), this._mustRebind(r, s, n) && (this.bumpTexture && i.MaterialFlags.BumpTextureEnabled && (this._activeEffect.setTexture("normalSampler", this.bumpTexture), this._activeEffect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level), this._activeEffect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix())), i.BindClipPlane(s, this, r), this.pointsCloud && this._activeEffect.setFloat("pointSize", this.pointSize), this._useLogarithmicDepth && i.BindLogDepth(a, s, r), r.bindEyePosition(s)), this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * t.visibility), a.SPECULARTERM && this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower), r.lightsEnabled && !this.disableLighting && i.BindLights(r, t, this._activeEffect, a, this.maxSimultaneousLights), r.fogEnabled && t.applyFog && r.fogMode !== i.Scene.FOGMODE_NONE && this._activeEffect.setMatrix("view", r.getViewMatrix()), i.BindFogParameters(r, t, this._activeEffect), i.BindLogDepth(a, this._activeEffect, r), i.MaterialFlags.ReflectionTextureEnabled && (this._activeEffect.setTexture("refractionSampler", this._refractionRTT), this._activeEffect.setTexture("reflectionSampler", this._reflectionRTT)); var o = i.TmpVectors.Matrix[3].copyFrom(this._reflectionTransform); if (r.floatingOriginMode) {
|
|
1535
|
-
var
|
|
1536
|
-
i.MultiplyMatricesToRef(this._offsetMirror,
|
|
1547
|
+
var e_87 = i.OffsetViewToRef(r.floatingOriginOffset, r.getViewMatrix(), i.TmpVectors.Matrix[1]);
|
|
1548
|
+
i.MultiplyMatricesToRef(this._offsetMirror, e_87, o);
|
|
1537
1549
|
} o.multiplyToRef(r.getProjectionMatrix(), o); var f = r.getEngine().getDeltaTime(); f !== this._lastDeltaTime && (this._lastDeltaTime = f, this._lastTime += this._lastDeltaTime), this._activeEffect.setMatrix("reflectionViewProjection", o), this._activeEffect.setVector2("windDirection", this.windDirection), this._activeEffect.setFloat("waveLength", this.waveLength), this._activeEffect.setFloat("time", this._lastTime / 1e5), this._activeEffect.setFloat("windForce", this.windForce), this._activeEffect.setFloat("waveHeight", this.waveHeight), this._activeEffect.setFloat("bumpHeight", this.bumpHeight), this._activeEffect.setColor4("waterColor", this.waterColor, 1), this._activeEffect.setFloat("colorBlendFactor", this.colorBlendFactor), this._activeEffect.setColor4("waterColor2", this.waterColor2, 1), this._activeEffect.setFloat("colorBlendFactor2", this.colorBlendFactor2), this._activeEffect.setFloat("waveSpeed", this.waveSpeed), this._activeEffect.setFloat("waveCount", this.waveCount), this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess && this._imageProcessingConfiguration.bind(this._activeEffect), this._afterBind(t, this._activeEffect, n); };
|
|
1538
1550
|
e.prototype._createRenderTargets = function (e, t) {
|
|
1539
1551
|
var _this = this;
|
|
@@ -1567,967 +1579,967 @@ var __values = (this && this.__values) || function(o) {
|
|
|
1567
1579
|
e.Parse = function (t, n, r) { var a = i.SerializationHelper.Parse(function () { return new e(t.name, n); }, t, n, r); return a._waitingRenderList = t.renderList, a; };
|
|
1568
1580
|
e.CreateDefaultMesh = function (e, t) { return i.CreateGround(e, { width: 512, height: 512, subdivisions: 32, updatable: !1 }, t); };
|
|
1569
1581
|
return e;
|
|
1570
|
-
}(H)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = H[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; h = [i.serializeAsTexture("bumpTexture")], m = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], v = [i.serializeAsColor3()], g = [i.serializeAsColor3()], p = [i.serialize()], S = [i.serialize("disableLighting")], x = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], T = [i.serialize("maxSimultaneousLights")], _ = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], C = [i.serialize()], E = [i.serializeAsVector2()], L = [i.serialize()], P = [i.serialize()], I = [i.serialize("bumpSuperimpose")], D = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")], b = [i.serialize("fresnelSeparate")], A = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")], F = [i.serialize("bumpAffectsReflection")], O = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")],
|
|
1571
|
-
i.RegisterClass("BABYLON.WaterMaterial",
|
|
1572
|
-
var
|
|
1573
|
-
var
|
|
1574
|
-
if (void 0 !==
|
|
1575
|
-
|
|
1576
|
-
for (var
|
|
1577
|
-
|
|
1578
|
-
|
|
1579
|
-
}
|
|
1580
|
-
var
|
|
1581
|
-
i.ShaderStore.ShadersStore[
|
|
1582
|
-
var
|
|
1582
|
+
}(H)), s = new WeakMap, o = new WeakMap, f = new WeakMap, l = new WeakMap, u = new WeakMap, d = new WeakMap, c = new WeakMap, (function () { var n; var r = "function" == typeof Symbol && Symbol.metadata ? Object.create(null !== (n = H[Symbol.metadata]) && void 0 !== n ? n : null) : void 0; h = [i.serializeAsTexture("bumpTexture")], m = [i.expandToProperty("_markAllSubMeshesAsTexturesDirty")], v = [i.serializeAsColor3()], g = [i.serializeAsColor3()], p = [i.serialize()], S = [i.serialize("disableLighting")], x = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], T = [i.serialize("maxSimultaneousLights")], _ = [i.expandToProperty("_markAllSubMeshesAsLightsDirty")], C = [i.serialize()], E = [i.serializeAsVector2()], L = [i.serialize()], P = [i.serialize()], I = [i.serialize("bumpSuperimpose")], D = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")], b = [i.serialize("fresnelSeparate")], A = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")], F = [i.serialize("bumpAffectsReflection")], O = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")], R = [i.serializeAsColor3()], M = [i.serialize()], N = [i.serializeAsColor3()], y = [i.serialize()], V = [i.serialize()], U = [i.serialize()], w = [i.serialize()], W = [i.serialize()], B = [i.serialize("useWorldCoordinatesForWaveDeformation")], z = [i.expandToProperty("_markAllSubMeshesAsMiscDirty")], t(e, null, m, { kind: "accessor", name: "bumpTexture", static: !1, private: !1, access: { has: function (e) { return "bumpTexture" in e; }, get: function (e) { return e.bumpTexture; }, set: function (e, i) { e.bumpTexture = i; } }, metadata: r }, j, Y), t(e, null, x, { kind: "accessor", name: "disableLighting", static: !1, private: !1, access: { has: function (e) { return "disableLighting" in e; }, get: function (e) { return e.disableLighting; }, set: function (e, i) { e.disableLighting = i; } }, metadata: r }, te, ne), t(e, null, _, { kind: "accessor", name: "maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "maxSimultaneousLights" in e; }, get: function (e) { return e.maxSimultaneousLights; }, set: function (e, i) { e.maxSimultaneousLights = i; } }, metadata: r }, se, oe), t(e, null, D, { kind: "accessor", name: "bumpSuperimpose", static: !1, private: !1, access: { has: function (e) { return "bumpSuperimpose" in e; }, get: function (e) { return e.bumpSuperimpose; }, set: function (e, i) { e.bumpSuperimpose = i; } }, metadata: r }, Se, xe), t(e, null, A, { kind: "accessor", name: "fresnelSeparate", static: !1, private: !1, access: { has: function (e) { return "fresnelSeparate" in e; }, get: function (e) { return e.fresnelSeparate; }, set: function (e, i) { e.fresnelSeparate = i; } }, metadata: r }, Ce, Ee), t(e, null, O, { kind: "accessor", name: "bumpAffectsReflection", static: !1, private: !1, access: { has: function (e) { return "bumpAffectsReflection" in e; }, get: function (e) { return e.bumpAffectsReflection; }, set: function (e, i) { e.bumpAffectsReflection = i; } }, metadata: r }, Ie, De), t(e, null, z, { kind: "accessor", name: "useWorldCoordinatesForWaveDeformation", static: !1, private: !1, access: { has: function (e) { return "useWorldCoordinatesForWaveDeformation" in e; }, get: function (e) { return e.useWorldCoordinatesForWaveDeformation; }, set: function (e, i) { e.useWorldCoordinatesForWaveDeformation = i; } }, metadata: r }, je, Ye), t(null, null, h, { kind: "field", name: "_bumpTexture", static: !1, private: !1, access: { has: function (e) { return "_bumpTexture" in e; }, get: function (e) { return e._bumpTexture; }, set: function (e, i) { e._bumpTexture = i; } }, metadata: r }, k, X), t(null, null, v, { kind: "field", name: "diffuseColor", static: !1, private: !1, access: { has: function (e) { return "diffuseColor" in e; }, get: function (e) { return e.diffuseColor; }, set: function (e, i) { e.diffuseColor = i; } }, metadata: r }, Z, K), t(null, null, g, { kind: "field", name: "specularColor", static: !1, private: !1, access: { has: function (e) { return "specularColor" in e; }, get: function (e) { return e.specularColor; }, set: function (e, i) { e.specularColor = i; } }, metadata: r }, q, Q), t(null, null, p, { kind: "field", name: "specularPower", static: !1, private: !1, access: { has: function (e) { return "specularPower" in e; }, get: function (e) { return e.specularPower; }, set: function (e, i) { e.specularPower = i; } }, metadata: r }, J, $), t(null, null, S, { kind: "field", name: "_disableLighting", static: !1, private: !1, access: { has: function (e) { return "_disableLighting" in e; }, get: function (e) { return e._disableLighting; }, set: function (e, i) { e._disableLighting = i; } }, metadata: r }, ee, ie), t(null, null, T, { kind: "field", name: "_maxSimultaneousLights", static: !1, private: !1, access: { has: function (e) { return "_maxSimultaneousLights" in e; }, get: function (e) { return e._maxSimultaneousLights; }, set: function (e, i) { e._maxSimultaneousLights = i; } }, metadata: r }, re, ae), t(null, null, C, { kind: "field", name: "windForce", static: !1, private: !1, access: { has: function (e) { return "windForce" in e; }, get: function (e) { return e.windForce; }, set: function (e, i) { e.windForce = i; } }, metadata: r }, fe, le), t(null, null, E, { kind: "field", name: "windDirection", static: !1, private: !1, access: { has: function (e) { return "windDirection" in e; }, get: function (e) { return e.windDirection; }, set: function (e, i) { e.windDirection = i; } }, metadata: r }, ue, de), t(null, null, L, { kind: "field", name: "waveHeight", static: !1, private: !1, access: { has: function (e) { return "waveHeight" in e; }, get: function (e) { return e.waveHeight; }, set: function (e, i) { e.waveHeight = i; } }, metadata: r }, ce, he), t(null, null, P, { kind: "field", name: "bumpHeight", static: !1, private: !1, access: { has: function (e) { return "bumpHeight" in e; }, get: function (e) { return e.bumpHeight; }, set: function (e, i) { e.bumpHeight = i; } }, metadata: r }, me, ve), t(null, null, I, { kind: "field", name: "_bumpSuperimpose", static: !1, private: !1, access: { has: function (e) { return "_bumpSuperimpose" in e; }, get: function (e) { return e._bumpSuperimpose; }, set: function (e, i) { e._bumpSuperimpose = i; } }, metadata: r }, ge, pe), t(null, null, b, { kind: "field", name: "_fresnelSeparate", static: !1, private: !1, access: { has: function (e) { return "_fresnelSeparate" in e; }, get: function (e) { return e._fresnelSeparate; }, set: function (e, i) { e._fresnelSeparate = i; } }, metadata: r }, Te, _e), t(null, null, F, { kind: "field", name: "_bumpAffectsReflection", static: !1, private: !1, access: { has: function (e) { return "_bumpAffectsReflection" in e; }, get: function (e) { return e._bumpAffectsReflection; }, set: function (e, i) { e._bumpAffectsReflection = i; } }, metadata: r }, Le, Pe), t(null, null, R, { kind: "field", name: "waterColor", static: !1, private: !1, access: { has: function (e) { return "waterColor" in e; }, get: function (e) { return e.waterColor; }, set: function (e, i) { e.waterColor = i; } }, metadata: r }, be, Ae), t(null, null, M, { kind: "field", name: "colorBlendFactor", static: !1, private: !1, access: { has: function (e) { return "colorBlendFactor" in e; }, get: function (e) { return e.colorBlendFactor; }, set: function (e, i) { e.colorBlendFactor = i; } }, metadata: r }, Fe, Oe), t(null, null, N, { kind: "field", name: "waterColor2", static: !1, private: !1, access: { has: function (e) { return "waterColor2" in e; }, get: function (e) { return e.waterColor2; }, set: function (e, i) { e.waterColor2 = i; } }, metadata: r }, Re, Me), t(null, null, y, { kind: "field", name: "colorBlendFactor2", static: !1, private: !1, access: { has: function (e) { return "colorBlendFactor2" in e; }, get: function (e) { return e.colorBlendFactor2; }, set: function (e, i) { e.colorBlendFactor2 = i; } }, metadata: r }, Ne, ye), t(null, null, V, { kind: "field", name: "waveLength", static: !1, private: !1, access: { has: function (e) { return "waveLength" in e; }, get: function (e) { return e.waveLength; }, set: function (e, i) { e.waveLength = i; } }, metadata: r }, Ve, Ue), t(null, null, U, { kind: "field", name: "waveSpeed", static: !1, private: !1, access: { has: function (e) { return "waveSpeed" in e; }, get: function (e) { return e.waveSpeed; }, set: function (e, i) { e.waveSpeed = i; } }, metadata: r }, we, Ge), t(null, null, w, { kind: "field", name: "waveCount", static: !1, private: !1, access: { has: function (e) { return "waveCount" in e; }, get: function (e) { return e.waveCount; }, set: function (e, i) { e.waveCount = i; } }, metadata: r }, We, Be), t(null, null, W, { kind: "field", name: "disableClipPlane", static: !1, private: !1, access: { has: function (e) { return "disableClipPlane" in e; }, get: function (e) { return e.disableClipPlane; }, set: function (e, i) { e.disableClipPlane = i; } }, metadata: r }, ze, He), t(null, null, B, { kind: "field", name: "_useWorldCoordinatesForWaveDeformation", static: !1, private: !1, access: { has: function (e) { return "_useWorldCoordinatesForWaveDeformation" in e; }, get: function (e) { return e._useWorldCoordinatesForWaveDeformation; }, set: function (e, i) { e._useWorldCoordinatesForWaveDeformation = i; } }, metadata: r }, ke, Xe), r && Object.defineProperty(e, Symbol.metadata, { enumerable: !0, configurable: !0, writable: !0, value: r }); })(), e._ShaderLoader = new i._ShaderImportLoader(function () { return [Promise.resolve().then(function () { return Gn; }), Promise.resolve().then(function () { return Hn; })]; }, function () { return [Promise.resolve().then(function () { return Yn; }), Promise.resolve().then(function () { return Qn; })]; }), e; })();
|
|
1583
|
+
i.RegisterClass("BABYLON.WaterMaterial", W);
|
|
1584
|
+
var B = { __proto__: null, CellMaterial: o, CustomMaterial: u, CustomShaderStructure: f, FireMaterial: v, FurMaterial: p, GradientMaterial: x, GridMaterial: _, LavaMaterial: E, MixMaterial: P, NormalMaterial: D, PBRCustomMaterial: h, ShaderAlbedoParts: d, ShaderAlebdoParts: c, ShaderSpecialParts: l, ShadowOnlyMaterial: A, SimpleMaterial: O, SkyMaterial: N, TerrainMaterial: V, TriPlanarMaterial: w, WaterMaterial: W, _MaxColorValueForRenderTarget: M };
|
|
1585
|
+
var z = "undefined" != typeof global ? global : "undefined" != typeof window ? window : void 0;
|
|
1586
|
+
if (void 0 !== z) {
|
|
1587
|
+
z.BABYLON = z.BABYLON || {};
|
|
1588
|
+
for (var e_88 in B)
|
|
1589
|
+
z.BABYLON[e_88] = B[e_88];
|
|
1590
|
+
z.MATERIALS = B;
|
|
1591
|
+
}
|
|
1592
|
+
var H = "cellVertexShader", k = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1593
|
+
i.ShaderStore.ShadersStore[H] || (i.ShaderStore.ShadersStore[H] = k);
|
|
1594
|
+
var X = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing, i.logDepthVertex];
|
|
1583
1595
|
try {
|
|
1584
|
-
for (var
|
|
1585
|
-
var
|
|
1586
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1596
|
+
for (var X_1 = __values(X), X_1_1 = X_1.next(); !X_1_1.done; X_1_1 = X_1.next()) {
|
|
1597
|
+
var e_89 = X_1_1.value;
|
|
1598
|
+
i.ShaderStore.IncludesShadersStore[e_89.name] || (i.ShaderStore.IncludesShadersStore[e_89.name] = e_89.shader);
|
|
1587
1599
|
}
|
|
1588
1600
|
}
|
|
1589
1601
|
catch (e_1_1) { e_1 = { error: e_1_1 }; }
|
|
1590
1602
|
finally {
|
|
1591
1603
|
try {
|
|
1592
|
-
if (
|
|
1604
|
+
if (X_1_1 && !X_1_1.done && (_a = X_1.return)) _a.call(X_1);
|
|
1593
1605
|
}
|
|
1594
1606
|
finally { if (e_1) throw e_1.error; }
|
|
1595
1607
|
}
|
|
1596
|
-
var
|
|
1597
|
-
var
|
|
1598
|
-
i.ShaderStore.ShadersStore[
|
|
1599
|
-
var
|
|
1608
|
+
var j = { __proto__: null, cellVertexShader: { name: H, shader: k } };
|
|
1609
|
+
var Y = "cellPixelShader", Z = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{diffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;if (info.ndl<0.5)\nlevel=0.5;diffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];ToonThresholds[0]=0.95;ToonThresholds[1]=0.5;ToonThresholds[2]=0.2;ToonThresholds[3]=0.03;float ToonBrightnessLevels[5];ToonBrightnessLevels[0]=1.0;ToonBrightnessLevels[1]=0.8;ToonBrightnessLevels[2]=0.6;ToonBrightnessLevels[3]=0.35;ToonBrightnessLevels[4]=0.2;if (info.ndl>ToonThresholds[0])\n{diffuseBase.rgb*=ToonBrightnessLevels[0];}\nelse if (info.ndl>ToonThresholds[1])\n{diffuseBase.rgb*=ToonBrightnessLevels[1];}\nelse if (info.ndl>ToonThresholds[2])\n{diffuseBase.rgb*=ToonBrightnessLevels[2];}\nelse if (info.ndl>ToonThresholds[3])\n{diffuseBase.rgb*=ToonBrightnessLevels[3];}\nelse\n{diffuseBase.rgb*=ToonBrightnessLevels[4];}\n#endif\nreturn max(diffuseBase,vec3(0.2));}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nlightingInfo info;vec3 diffuseBase=vec3(0.,0.,0.);float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
1610
|
+
i.ShaderStore.ShadersStore[Y] || (i.ShaderStore.ShadersStore[Y] = Z);
|
|
1611
|
+
var K = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
1600
1612
|
try {
|
|
1601
|
-
for (var
|
|
1602
|
-
var
|
|
1603
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1613
|
+
for (var K_1 = __values(K), K_1_1 = K_1.next(); !K_1_1.done; K_1_1 = K_1.next()) {
|
|
1614
|
+
var e_90 = K_1_1.value;
|
|
1615
|
+
i.ShaderStore.IncludesShadersStore[e_90.name] || (i.ShaderStore.IncludesShadersStore[e_90.name] = e_90.shader);
|
|
1604
1616
|
}
|
|
1605
1617
|
}
|
|
1606
1618
|
catch (e_2_1) { e_2 = { error: e_2_1 }; }
|
|
1607
1619
|
finally {
|
|
1608
1620
|
try {
|
|
1609
|
-
if (
|
|
1621
|
+
if (K_1_1 && !K_1_1.done && (_b = K_1.return)) _b.call(K_1);
|
|
1610
1622
|
}
|
|
1611
1623
|
finally { if (e_2) throw e_2.error; }
|
|
1612
1624
|
}
|
|
1613
|
-
var
|
|
1614
|
-
var
|
|
1615
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1616
|
-
var
|
|
1625
|
+
var q = { __proto__: null, cellPixelShader: { name: Y, shader: Z } };
|
|
1626
|
+
var Q = "cellVertexShader", J = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1627
|
+
i.ShaderStore.ShadersStoreWGSL[Q] || (i.ShaderStore.ShadersStoreWGSL[Q] = J);
|
|
1628
|
+
var $ = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL, i.logDepthVertexWGSL];
|
|
1617
1629
|
try {
|
|
1618
|
-
for (var
|
|
1619
|
-
var
|
|
1620
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1630
|
+
for (var $_1 = __values($), $_1_1 = $_1.next(); !$_1_1.done; $_1_1 = $_1.next()) {
|
|
1631
|
+
var e_91 = $_1_1.value;
|
|
1632
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_91.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_91.name] = e_91.shader);
|
|
1621
1633
|
}
|
|
1622
1634
|
}
|
|
1623
1635
|
catch (e_3_1) { e_3 = { error: e_3_1 }; }
|
|
1624
1636
|
finally {
|
|
1625
1637
|
try {
|
|
1626
|
-
if (
|
|
1638
|
+
if ($_1_1 && !$_1_1.done && (_c = $_1.return)) _c.call($_1);
|
|
1627
1639
|
}
|
|
1628
1640
|
finally { if (e_3) throw e_3.error; }
|
|
1629
1641
|
}
|
|
1630
|
-
var
|
|
1631
|
-
var
|
|
1632
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1633
|
-
var
|
|
1642
|
+
var ee = { __proto__: null, cellVertexShaderWGSL: { name: Q, shader: J } };
|
|
1643
|
+
var ie = "cellPixelShader", te = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn computeCustomDiffuseLighting(info: lightingInfo,diffuseBaseIn: vec3f,shadow: f32)->vec3f\n{var diffuseBase: vec3f=info.diffuse*shadow;\n#ifdef CELLBASIC\nvar level: f32=1.0;if (info.ndl<0.5) {level=0.5;}\ndiffuseBase=diffuseBase.rgb* vec3f(level,level,level);\n#else\nvar ToonThresholds: array<f32,4>;ToonThresholds[0]=0.95;ToonThresholds[1]=0.5;ToonThresholds[2]=0.2;ToonThresholds[3]=0.03;var ToonBrightnessLevels: array<f32,5>;ToonBrightnessLevels[0]=1.0;ToonBrightnessLevels[1]=0.8;ToonBrightnessLevels[2]=0.6;ToonBrightnessLevels[3]=0.35;ToonBrightnessLevels[4]=0.2;if (info.ndl>ToonThresholds[0])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[0];}\nelse if (info.ndl>ToonThresholds[1])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[1];}\nelse if (info.ndl>ToonThresholds[2])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[2];}\nelse if (info.ndl>ToonThresholds[3])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[3];}\nelse\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[4];}\n#endif\nreturn max(diffuseBase, vec3f(0.2));}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar info: lightingInfo;var diffuseBase: vec3f= vec3f(0.,0.,0.);var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
1644
|
+
i.ShaderStore.ShadersStoreWGSL[ie] || (i.ShaderStore.ShadersStoreWGSL[ie] = te);
|
|
1645
|
+
var ne = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
1634
1646
|
try {
|
|
1635
|
-
for (var
|
|
1636
|
-
var
|
|
1637
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1647
|
+
for (var ne_1 = __values(ne), ne_1_1 = ne_1.next(); !ne_1_1.done; ne_1_1 = ne_1.next()) {
|
|
1648
|
+
var e_92 = ne_1_1.value;
|
|
1649
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_92.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_92.name] = e_92.shader);
|
|
1638
1650
|
}
|
|
1639
1651
|
}
|
|
1640
1652
|
catch (e_4_1) { e_4 = { error: e_4_1 }; }
|
|
1641
1653
|
finally {
|
|
1642
1654
|
try {
|
|
1643
|
-
if (
|
|
1655
|
+
if (ne_1_1 && !ne_1_1.done && (_d = ne_1.return)) _d.call(ne_1);
|
|
1644
1656
|
}
|
|
1645
1657
|
finally { if (e_4) throw e_4.error; }
|
|
1646
1658
|
}
|
|
1647
|
-
var
|
|
1648
|
-
var
|
|
1649
|
-
i.ShaderStore.ShadersStore[
|
|
1650
|
-
var
|
|
1659
|
+
var re = { __proto__: null, cellPixelShaderWGSL: { name: ie, shader: te } };
|
|
1660
|
+
var ae = "fireVertexShader", se = "precision highp float;attribute vec3 position;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform float time;uniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef DIFFUSE\nvDiffuseUV=uv;vDiffuseUV.y-=0.2;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;vDistortionCoords2.x=uv.x;vDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;vDistortionCoords3.x=uv.x;vDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1661
|
+
i.ShaderStore.ShadersStore[ae] || (i.ShaderStore.ShadersStore[ae] = se);
|
|
1662
|
+
var oe = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.vertexColorMixing];
|
|
1651
1663
|
try {
|
|
1652
|
-
for (var
|
|
1653
|
-
var
|
|
1654
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1664
|
+
for (var oe_1 = __values(oe), oe_1_1 = oe_1.next(); !oe_1_1.done; oe_1_1 = oe_1.next()) {
|
|
1665
|
+
var e_93 = oe_1_1.value;
|
|
1666
|
+
i.ShaderStore.IncludesShadersStore[e_93.name] || (i.ShaderStore.IncludesShadersStore[e_93.name] = e_93.shader);
|
|
1655
1667
|
}
|
|
1656
1668
|
}
|
|
1657
1669
|
catch (e_5_1) { e_5 = { error: e_5_1 }; }
|
|
1658
1670
|
finally {
|
|
1659
1671
|
try {
|
|
1660
|
-
if (
|
|
1672
|
+
if (oe_1_1 && !oe_1_1.done && (_f = oe_1.return)) _f.call(oe_1);
|
|
1661
1673
|
}
|
|
1662
1674
|
finally { if (e_5) throw e_5.error; }
|
|
1663
1675
|
}
|
|
1664
|
-
var
|
|
1665
|
-
var
|
|
1666
|
-
i.ShaderStore.ShadersStore[
|
|
1667
|
-
var
|
|
1676
|
+
var fe = { __proto__: null, fireVertexShader: { name: ae, shader: se } };
|
|
1677
|
+
var le = "firePixelShader", ue = "precision highp float;uniform vec4 vEyePosition;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\nuniform sampler2D distortionSampler;uniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{return vec4(2.0)*x-vec4(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);float alpha=1.0;\n#ifdef DIFFUSE\nconst float distortionAmount0 =0.092;const float distortionAmount1 =0.092;const float distortionAmount2 =0.092;vec2 heightAttenuation=vec2(0.3,0.39);vec4 noise0=texture2D(distortionSampler,vDistortionCoords1);vec4 noise1=texture2D(distortionSampler,vDistortionCoords2);vec4 noise2=texture2D(distortionSampler,vDistortionCoords3);vec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;vec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);vec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;baseColor*=opacityColor;baseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
1678
|
+
i.ShaderStore.ShadersStore[le] || (i.ShaderStore.ShadersStore[le] = ue);
|
|
1679
|
+
var de = [i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
1668
1680
|
try {
|
|
1669
|
-
for (var
|
|
1670
|
-
var
|
|
1671
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1681
|
+
for (var de_1 = __values(de), de_1_1 = de_1.next(); !de_1_1.done; de_1_1 = de_1.next()) {
|
|
1682
|
+
var e_94 = de_1_1.value;
|
|
1683
|
+
i.ShaderStore.IncludesShadersStore[e_94.name] || (i.ShaderStore.IncludesShadersStore[e_94.name] = e_94.shader);
|
|
1672
1684
|
}
|
|
1673
1685
|
}
|
|
1674
1686
|
catch (e_6_1) { e_6 = { error: e_6_1 }; }
|
|
1675
1687
|
finally {
|
|
1676
1688
|
try {
|
|
1677
|
-
if (
|
|
1689
|
+
if (de_1_1 && !de_1_1.done && (_g = de_1.return)) _g.call(de_1);
|
|
1678
1690
|
}
|
|
1679
1691
|
finally { if (e_6) throw e_6.error; }
|
|
1680
1692
|
}
|
|
1681
|
-
var
|
|
1682
|
-
var
|
|
1683
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1684
|
-
var
|
|
1693
|
+
var ce = { __proto__: null, firePixelShader: { name: le, shader: ue } };
|
|
1694
|
+
var he = "fireVertexShader", me = "attribute position: vec3f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform time: f32;uniform speed: f32;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef DIFFUSE\nvertexOutputs.vDiffuseUV=vec2f(vertexInputs.uv.x,vertexInputs.uv.y-0.2);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#ifdef DIFFUSE\nvar layerSpeed: vec3f= vec3f(-0.2,-0.52,-0.1)*uniforms.speed;vertexOutputs.vDistortionCoords1=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.x*uniforms.time/1000.0);vertexOutputs.vDistortionCoords2=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.y*uniforms.time/1000.0);vertexOutputs.vDistortionCoords3=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.z*uniforms.time/1000.0);\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1695
|
+
i.ShaderStore.ShadersStoreWGSL[he] || (i.ShaderStore.ShadersStoreWGSL[he] = me);
|
|
1696
|
+
var ve = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.vertexColorMixingWGSL];
|
|
1685
1697
|
try {
|
|
1686
|
-
for (var
|
|
1687
|
-
var
|
|
1688
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1698
|
+
for (var ve_1 = __values(ve), ve_1_1 = ve_1.next(); !ve_1_1.done; ve_1_1 = ve_1.next()) {
|
|
1699
|
+
var e_95 = ve_1_1.value;
|
|
1700
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_95.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_95.name] = e_95.shader);
|
|
1689
1701
|
}
|
|
1690
1702
|
}
|
|
1691
1703
|
catch (e_7_1) { e_7 = { error: e_7_1 }; }
|
|
1692
1704
|
finally {
|
|
1693
1705
|
try {
|
|
1694
|
-
if (
|
|
1706
|
+
if (ve_1_1 && !ve_1_1.done && (_h = ve_1.return)) _h.call(ve_1);
|
|
1695
1707
|
}
|
|
1696
1708
|
finally { if (e_7) throw e_7.error; }
|
|
1697
1709
|
}
|
|
1698
|
-
var
|
|
1699
|
-
var
|
|
1700
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1701
|
-
var
|
|
1710
|
+
var ge = { __proto__: null, fireVertexShaderWGSL: { name: he, shader: me } };
|
|
1711
|
+
var pe = "firePixelShader", Se = "uniform vEyePosition: vec4f;varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\nvar distortionSamplerSampler: sampler;var distortionSampler: texture_2d<f32>;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn bx2(x: vec4f)->vec4f\n{return vec4f(2.0)*x- vec4f(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var alpha: f32=1.0;\n#ifdef DIFFUSE\nlet distortionAmount0: f32=0.092;let distortionAmount1: f32=0.092;let distortionAmount2: f32=0.092;var heightAttenuation: vec2f= vec2f(0.3,0.39);var noise0: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords1);var noise1: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords2);var noise2: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords3);var noiseSum: vec4f=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;var perturbedBaseCoords: vec4f= vec4f(fragmentInputs.vDiffuseUV,0.0,1.0)+noiseSum*(fragmentInputs.vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);var opacityColor: vec4f=textureSample(opacitySampler,opacitySamplerSampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,perturbedBaseCoords.xy)*2.0;baseColor=baseColor*opacityColor;baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar color: vec4f= vec4f(baseColor.rgb,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
1712
|
+
i.ShaderStore.ShadersStoreWGSL[pe] || (i.ShaderStore.ShadersStoreWGSL[pe] = Se);
|
|
1713
|
+
var xe = [i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
1702
1714
|
try {
|
|
1703
|
-
for (var
|
|
1704
|
-
var
|
|
1705
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1715
|
+
for (var xe_1 = __values(xe), xe_1_1 = xe_1.next(); !xe_1_1.done; xe_1_1 = xe_1.next()) {
|
|
1716
|
+
var e_96 = xe_1_1.value;
|
|
1717
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_96.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_96.name] = e_96.shader);
|
|
1706
1718
|
}
|
|
1707
1719
|
}
|
|
1708
1720
|
catch (e_8_1) { e_8 = { error: e_8_1 }; }
|
|
1709
1721
|
finally {
|
|
1710
1722
|
try {
|
|
1711
|
-
if (
|
|
1723
|
+
if (xe_1_1 && !xe_1_1.done && (_j = xe_1.return)) _j.call(xe_1);
|
|
1712
1724
|
}
|
|
1713
1725
|
finally { if (e_8) throw e_8.error; }
|
|
1714
1726
|
}
|
|
1715
|
-
var
|
|
1716
|
-
var
|
|
1717
|
-
i.ShaderStore.ShadersStore[
|
|
1718
|
-
var
|
|
1727
|
+
var Te = { __proto__: null, firePixelShaderWGSL: { name: pe, shader: Se } };
|
|
1728
|
+
var _e = "furVertexShader", Ce = "precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\nuniform float furLength;uniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform vec3 furGravity;uniform float furTime;uniform float furSpacing;uniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);vec3 tangent2=vec3(-normal.z,0,normal.x);r=Rand(tangent1*r);float J=(2.0+4.0*r);r=Rand(tangent2*r);float K=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);vec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\nvec3 forceDirection=vec3(0.0,0.0,0.0);forceDirection.x=sin(furTime+position.x*0.05)*0.2;forceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;forceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;vec3 displacement=vec3(0.0,0.0,0.0);displacement=furGravity+forceDirection;float displacementFactor=pow(furOffset,3.0);vec3 aNormal=normal;aNormal.xyz+=displacement*displacementFactor;newPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1729
|
+
i.ShaderStore.ShadersStore[_e] || (i.ShaderStore.ShadersStore[_e] = Ce);
|
|
1730
|
+
var Ee = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing];
|
|
1719
1731
|
try {
|
|
1720
|
-
for (var
|
|
1721
|
-
var
|
|
1722
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1732
|
+
for (var Ee_1 = __values(Ee), Ee_1_1 = Ee_1.next(); !Ee_1_1.done; Ee_1_1 = Ee_1.next()) {
|
|
1733
|
+
var e_97 = Ee_1_1.value;
|
|
1734
|
+
i.ShaderStore.IncludesShadersStore[e_97.name] || (i.ShaderStore.IncludesShadersStore[e_97.name] = e_97.shader);
|
|
1723
1735
|
}
|
|
1724
1736
|
}
|
|
1725
1737
|
catch (e_9_1) { e_9 = { error: e_9_1 }; }
|
|
1726
1738
|
finally {
|
|
1727
1739
|
try {
|
|
1728
|
-
if (
|
|
1740
|
+
if (Ee_1_1 && !Ee_1_1.done && (_k = Ee_1.return)) _k.call(Ee_1);
|
|
1729
1741
|
}
|
|
1730
1742
|
finally { if (e_9) throw e_9.error; }
|
|
1731
1743
|
}
|
|
1732
|
-
var
|
|
1733
|
-
var
|
|
1734
|
-
i.ShaderStore.ShadersStore[
|
|
1735
|
-
var
|
|
1744
|
+
var Le = { __proto__: null, furVertexShader: { name: _e, shader: Ce } };
|
|
1745
|
+
var Pe = "furPixelShader", Ie = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform float furOcclusion;uniform sampler2D furTexture;varying vec2 vFurUV;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=furColor;vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {discard;}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);baseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;vec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
1746
|
+
i.ShaderStore.ShadersStore[Pe] || (i.ShaderStore.ShadersStore[Pe] = Ie);
|
|
1747
|
+
var De = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.logDepthDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.fogFragmentDeclaration, i.clipPlaneFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
1736
1748
|
try {
|
|
1737
|
-
for (var
|
|
1738
|
-
var
|
|
1739
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1749
|
+
for (var De_1 = __values(De), De_1_1 = De_1.next(); !De_1_1.done; De_1_1 = De_1.next()) {
|
|
1750
|
+
var e_98 = De_1_1.value;
|
|
1751
|
+
i.ShaderStore.IncludesShadersStore[e_98.name] || (i.ShaderStore.IncludesShadersStore[e_98.name] = e_98.shader);
|
|
1740
1752
|
}
|
|
1741
1753
|
}
|
|
1742
1754
|
catch (e_10_1) { e_10 = { error: e_10_1 }; }
|
|
1743
1755
|
finally {
|
|
1744
1756
|
try {
|
|
1745
|
-
if (
|
|
1757
|
+
if (De_1_1 && !De_1_1.done && (_l = De_1.return)) _l.call(De_1);
|
|
1746
1758
|
}
|
|
1747
1759
|
finally { if (e_10) throw e_10.error; }
|
|
1748
1760
|
}
|
|
1749
|
-
var
|
|
1750
|
-
var
|
|
1751
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1752
|
-
var
|
|
1761
|
+
var be = { __proto__: null, furPixelShader: { name: Pe, shader: Ie } };
|
|
1762
|
+
var Ae = "furVertexShader", Fe = "attribute position: vec3f;attribute normal: vec3f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\nuniform furLength: f32;uniform furAngle: f32;\n#ifdef HIGHLEVEL\nuniform furOffset: f32;uniform furGravity: vec3f;uniform furTime: f32;uniform furSpacing: f32;uniform furDensity: f32;\n#endif\n#ifdef HEIGHTMAP\nvar heightTextureSampler: sampler;var heightTexture: texture_2d<f32>;\n#endif\n#ifdef HIGHLEVEL\nvarying vFurUV: vec2f;\n#endif\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\nvarying vfur_length: f32;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\nfn Rand(rv: vec3f)->f32 {var x: f32=dot(rv, vec3f(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar r: f32=Rand(vertexInputs.position);\n#ifdef HEIGHTMAP\nvertexOutputs.vfur_length=uniforms.furLength*textureSampleLevel(heightTexture,heightTextureSampler,vertexInputs.uv,0.).x;\n#else\nvertexOutputs.vfur_length=(uniforms.furLength*r);\n#endif\nvar tangent1: vec3f= vec3f(vertexInputs.normal.y,-vertexInputs.normal.x,0);var tangent2: vec3f= vec3f(-vertexInputs.normal.z,0,vertexInputs.normal.x);r=Rand(tangent1*r);var J: f32=(2.0+4.0*r);r=Rand(tangent2*r);var K: f32=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);var newPosition: vec3f=vertexInputs.position+vertexInputs.normal*vertexOutputs.vfur_length*cos(uniforms.furAngle)+tangent1*vertexOutputs.vfur_length*sin(uniforms.furAngle);\n#ifdef HIGHLEVEL\nvar forceDirection: vec3f= vec3f(0.0,0.0,0.0);forceDirection.x=sin(uniforms.furTime+vertexInputs.position.x*0.05)*0.2;forceDirection.y=cos(uniforms.furTime*0.7+vertexInputs.position.y*0.04)*0.2;forceDirection.z=sin(uniforms.furTime*0.7+vertexInputs.position.z*0.04)*0.2;var displacement: vec3f= vec3f(0.0,0.0,0.0);displacement=uniforms.furGravity+forceDirection;var displacementFactor: f32=pow(uniforms.furOffset,3.0);var aNormal: vec3f=vertexInputs.normal;aNormal=vec3f(aNormal.xyz+displacement*displacementFactor);newPosition= vec3f(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*uniforms.furOffset*uniforms.furSpacing);\n#endif\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\nvertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(newPosition,1.0);var worldPos: vec4f=finalWorld* vec4f(newPosition,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#ifdef HIGHLEVEL\nvertexOutputs.vFurUV=vertexOutputs.vDiffuseUV*uniforms.furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvertexOutputs.vFurUV=uv*uniforms.furDensity;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1763
|
+
i.ShaderStore.ShadersStoreWGSL[Ae] || (i.ShaderStore.ShadersStoreWGSL[Ae] = Fe);
|
|
1764
|
+
var Oe = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL];
|
|
1753
1765
|
try {
|
|
1754
|
-
for (var
|
|
1755
|
-
var
|
|
1756
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1766
|
+
for (var Oe_1 = __values(Oe), Oe_1_1 = Oe_1.next(); !Oe_1_1.done; Oe_1_1 = Oe_1.next()) {
|
|
1767
|
+
var e_99 = Oe_1_1.value;
|
|
1768
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_99.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_99.name] = e_99.shader);
|
|
1757
1769
|
}
|
|
1758
1770
|
}
|
|
1759
1771
|
catch (e_11_1) { e_11 = { error: e_11_1 }; }
|
|
1760
1772
|
finally {
|
|
1761
1773
|
try {
|
|
1762
|
-
if (
|
|
1774
|
+
if (Oe_1_1 && !Oe_1_1.done && (_m = Oe_1.return)) _m.call(Oe_1);
|
|
1763
1775
|
}
|
|
1764
1776
|
finally { if (e_11) throw e_11.error; }
|
|
1765
1777
|
}
|
|
1766
|
-
var
|
|
1767
|
-
var
|
|
1768
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1769
|
-
var
|
|
1778
|
+
var Re = { __proto__: null, furVertexShaderWGSL: { name: Ae, shader: Fe } };
|
|
1779
|
+
var Me = "furPixelShader", Ne = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;uniform furColor: vec4f;uniform furLength: f32;varying vPositionW: vec3f;varying vfur_length: f32;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef HIGHLEVEL\nuniform furOffset: f32;uniform furOcclusion: f32;var furTextureSampler: sampler;var furTexture: texture_2d<f32>;varying vFurUV: vec2f;\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfn Rand(rv: vec3f)->f32 {var x: f32=dot(rv, vec3f(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f=uniforms.furColor;var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=baseColor*textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\nvar furTextureColor: vec4f=textureSample(furTexture,furTextureSampler, vec2f(fragmentInputs.vFurUV.x,fragmentInputs.vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<uniforms.furOffset) {discard;}\nvar occlusion: f32=mix(0.0,furTextureColor.b*1.2,uniforms.furOffset);baseColor= vec4f(baseColor.xyz*max(occlusion,uniforms.furOcclusion),1.1-uniforms.furOffset);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase.rgb*baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#ifdef HIGHLEVEL\nvar color: vec4f= vec4f(finalDiffuse,alpha);\n#else\nvar rr: f32=fragmentInputs.vfur_length/uniforms.furLength*0.5;var color: vec4f= vec4f(finalDiffuse*(0.5+rr),alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
1780
|
+
i.ShaderStore.ShadersStoreWGSL[Me] || (i.ShaderStore.ShadersStoreWGSL[Me] = Ne);
|
|
1781
|
+
var ye = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.logDepthDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
1770
1782
|
try {
|
|
1771
|
-
for (var
|
|
1772
|
-
var
|
|
1773
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1783
|
+
for (var ye_1 = __values(ye), ye_1_1 = ye_1.next(); !ye_1_1.done; ye_1_1 = ye_1.next()) {
|
|
1784
|
+
var e_100 = ye_1_1.value;
|
|
1785
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_100.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_100.name] = e_100.shader);
|
|
1774
1786
|
}
|
|
1775
1787
|
}
|
|
1776
1788
|
catch (e_12_1) { e_12 = { error: e_12_1 }; }
|
|
1777
1789
|
finally {
|
|
1778
1790
|
try {
|
|
1779
|
-
if (
|
|
1791
|
+
if (ye_1_1 && !ye_1_1.done && (_o = ye_1.return)) _o.call(ye_1);
|
|
1780
1792
|
}
|
|
1781
1793
|
finally { if (e_12) throw e_12.error; }
|
|
1782
1794
|
}
|
|
1783
|
-
var
|
|
1784
|
-
var
|
|
1785
|
-
i.ShaderStore.ShadersStore[
|
|
1786
|
-
var
|
|
1795
|
+
var Ve = { __proto__: null, furPixelShaderWGSL: { name: Me, shader: Ne } };
|
|
1796
|
+
var Ue = "gradientVertexShader", we = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;varying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);vPosition=position;\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1797
|
+
i.ShaderStore.ShadersStore[Ue] || (i.ShaderStore.ShadersStore[Ue] = we);
|
|
1798
|
+
var Ge = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing];
|
|
1787
1799
|
try {
|
|
1788
|
-
for (var
|
|
1789
|
-
var
|
|
1790
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1800
|
+
for (var Ge_1 = __values(Ge), Ge_1_1 = Ge_1.next(); !Ge_1_1.done; Ge_1_1 = Ge_1.next()) {
|
|
1801
|
+
var e_101 = Ge_1_1.value;
|
|
1802
|
+
i.ShaderStore.IncludesShadersStore[e_101.name] || (i.ShaderStore.IncludesShadersStore[e_101.name] = e_101.shader);
|
|
1791
1803
|
}
|
|
1792
1804
|
}
|
|
1793
1805
|
catch (e_13_1) { e_13 = { error: e_13_1 }; }
|
|
1794
1806
|
finally {
|
|
1795
1807
|
try {
|
|
1796
|
-
if (
|
|
1808
|
+
if (Ge_1_1 && !Ge_1_1.done && (_p = Ge_1.return)) _p.call(Ge_1);
|
|
1797
1809
|
}
|
|
1798
1810
|
finally { if (e_13) throw e_13.error; }
|
|
1799
1811
|
}
|
|
1800
|
-
var
|
|
1801
|
-
var
|
|
1802
|
-
i.ShaderStore.ShadersStore[
|
|
1803
|
-
var
|
|
1812
|
+
var We = { __proto__: null, gradientVertexShader: { name: Ue, shader: we } };
|
|
1813
|
+
var Be = "gradientPixelShader", ze = "precision highp float;uniform vec4 vEyePosition;uniform vec4 topColor;uniform vec4 bottomColor;uniform float offset;uniform float scale;uniform float smoothness;varying vec3 vPositionW;varying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float h=vPosition.y*scale+offset;float mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));vec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));vec3 diffuseColor=baseColor.rgb;float alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
1814
|
+
i.ShaderStore.ShadersStore[Be] || (i.ShaderStore.ShadersStore[Be] = ze);
|
|
1815
|
+
var He = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
1804
1816
|
try {
|
|
1805
|
-
for (var
|
|
1806
|
-
var
|
|
1807
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1817
|
+
for (var He_1 = __values(He), He_1_1 = He_1.next(); !He_1_1.done; He_1_1 = He_1.next()) {
|
|
1818
|
+
var e_102 = He_1_1.value;
|
|
1819
|
+
i.ShaderStore.IncludesShadersStore[e_102.name] || (i.ShaderStore.IncludesShadersStore[e_102.name] = e_102.shader);
|
|
1808
1820
|
}
|
|
1809
1821
|
}
|
|
1810
1822
|
catch (e_14_1) { e_14 = { error: e_14_1 }; }
|
|
1811
1823
|
finally {
|
|
1812
1824
|
try {
|
|
1813
|
-
if (
|
|
1825
|
+
if (He_1_1 && !He_1_1.done && (_q = He_1.return)) _q.call(He_1);
|
|
1814
1826
|
}
|
|
1815
1827
|
finally { if (e_14) throw e_14.error; }
|
|
1816
1828
|
}
|
|
1817
|
-
var
|
|
1818
|
-
var
|
|
1819
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1820
|
-
var
|
|
1829
|
+
var ke = { __proto__: null, gradientPixelShader: { name: Be, shader: ze } };
|
|
1830
|
+
var Xe = "gradientVertexShader", je = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;varying vPosition: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;vertexOutputs.vPosition=vertexInputs.position;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1831
|
+
i.ShaderStore.ShadersStoreWGSL[Xe] || (i.ShaderStore.ShadersStoreWGSL[Xe] = je);
|
|
1832
|
+
var Ye = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL];
|
|
1821
1833
|
try {
|
|
1822
|
-
for (var
|
|
1823
|
-
var
|
|
1824
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1834
|
+
for (var Ye_1 = __values(Ye), Ye_1_1 = Ye_1.next(); !Ye_1_1.done; Ye_1_1 = Ye_1.next()) {
|
|
1835
|
+
var e_103 = Ye_1_1.value;
|
|
1836
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_103.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_103.name] = e_103.shader);
|
|
1825
1837
|
}
|
|
1826
1838
|
}
|
|
1827
1839
|
catch (e_15_1) { e_15 = { error: e_15_1 }; }
|
|
1828
1840
|
finally {
|
|
1829
1841
|
try {
|
|
1830
|
-
if (
|
|
1842
|
+
if (Ye_1_1 && !Ye_1_1.done && (_r = Ye_1.return)) _r.call(Ye_1);
|
|
1831
1843
|
}
|
|
1832
1844
|
finally { if (e_15) throw e_15.error; }
|
|
1833
1845
|
}
|
|
1834
|
-
var Ze = { __proto__: null, gradientVertexShaderWGSL: { name:
|
|
1835
|
-
var
|
|
1836
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1837
|
-
var
|
|
1846
|
+
var Ze = { __proto__: null, gradientVertexShaderWGSL: { name: Xe, shader: je } };
|
|
1847
|
+
var Ke = "gradientPixelShader", qe = "uniform vEyePosition: vec4f;uniform topColor: vec4f;uniform bottomColor: vec4f;uniform offset: f32;uniform scale: f32;uniform smoothness: f32;varying vPositionW: vec3f;varying vPosition: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0]\n#include<lightUboDeclaration>[1]\n#include<lightUboDeclaration>[2]\n#include<lightUboDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var h: f32=fragmentInputs.vPosition.y*uniforms.scale+uniforms.offset;var mysmoothness: f32=clamp(uniforms.smoothness,0.01,max(uniforms.smoothness,10.));var baseColor: vec4f=mix(uniforms.bottomColor,uniforms.topColor,vec4f(max(pow(max(h,0.0),mysmoothness),0.0)));var diffuseColor: vec3f=baseColor.rgb;var alpha: f32=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef EMISSIVE\nvar diffuseBase: vec3f=baseColor.rgb;\n#else\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
1848
|
+
i.ShaderStore.ShadersStoreWGSL[Ke] || (i.ShaderStore.ShadersStoreWGSL[Ke] = qe);
|
|
1849
|
+
var Qe = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
1838
1850
|
try {
|
|
1839
|
-
for (var
|
|
1840
|
-
var
|
|
1841
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1851
|
+
for (var Qe_1 = __values(Qe), Qe_1_1 = Qe_1.next(); !Qe_1_1.done; Qe_1_1 = Qe_1.next()) {
|
|
1852
|
+
var e_104 = Qe_1_1.value;
|
|
1853
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_104.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_104.name] = e_104.shader);
|
|
1842
1854
|
}
|
|
1843
1855
|
}
|
|
1844
1856
|
catch (e_16_1) { e_16 = { error: e_16_1 }; }
|
|
1845
1857
|
finally {
|
|
1846
1858
|
try {
|
|
1847
|
-
if (
|
|
1859
|
+
if (Qe_1_1 && !Qe_1_1.done && (_s = Qe_1.return)) _s.call(Qe_1);
|
|
1848
1860
|
}
|
|
1849
1861
|
finally { if (e_16) throw e_16.error; }
|
|
1850
1862
|
}
|
|
1851
|
-
var
|
|
1852
|
-
var
|
|
1853
|
-
i.ShaderStore.ShadersStore[
|
|
1854
|
-
var
|
|
1863
|
+
var Je = { __proto__: null, gradientPixelShaderWGSL: { name: Ke, shader: qe } };
|
|
1864
|
+
var $e = "gridVertexShader", ei = "precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#include<instancesDeclaration>\n#include<__decl__sceneVertex>\nvarying vec3 vPosition;varying vec3 vNormal;\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nvarying vec3 vWorldPos;\n#endif\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x==0.)\n{vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));}\nelse\n{vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}\n#endif \n#include<clipPlaneVertex>\n#include<logDepthVertex>\nvPosition=position;vNormal=normal;\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nvWorldPos=worldPos.xyz;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}";
|
|
1865
|
+
i.ShaderStore.ShadersStore[$e] || (i.ShaderStore.ShadersStore[$e] = ei);
|
|
1866
|
+
var ii = [i.instancesDeclaration, i.sceneVertexDeclaration, i.sceneUboDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.clipPlaneVertexDeclaration, i.instancesVertex, i.fogVertex, i.clipPlaneVertex, i.logDepthVertex];
|
|
1855
1867
|
try {
|
|
1856
|
-
for (var
|
|
1857
|
-
var
|
|
1858
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1868
|
+
for (var ii_1 = __values(ii), ii_1_1 = ii_1.next(); !ii_1_1.done; ii_1_1 = ii_1.next()) {
|
|
1869
|
+
var e_105 = ii_1_1.value;
|
|
1870
|
+
i.ShaderStore.IncludesShadersStore[e_105.name] || (i.ShaderStore.IncludesShadersStore[e_105.name] = e_105.shader);
|
|
1859
1871
|
}
|
|
1860
1872
|
}
|
|
1861
1873
|
catch (e_17_1) { e_17 = { error: e_17_1 }; }
|
|
1862
1874
|
finally {
|
|
1863
1875
|
try {
|
|
1864
|
-
if (
|
|
1876
|
+
if (ii_1_1 && !ii_1_1.done && (_u = ii_1.return)) _u.call(ii_1);
|
|
1865
1877
|
}
|
|
1866
1878
|
finally { if (e_17) throw e_17.error; }
|
|
1867
1879
|
}
|
|
1868
|
-
var
|
|
1869
|
-
var
|
|
1870
|
-
i.ShaderStore.ShadersStore[
|
|
1871
|
-
var
|
|
1880
|
+
var ti = { __proto__: null, gridVertexShader: { name: $e, shader: ei } };
|
|
1881
|
+
var ni = "gridPixelShader", ri = "#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\n#define MAX_OCTAVES 8\n#define LINE_WIDTH_SCREEN_FRACTION 0.004\n#define HORIZON_FADE_EXPONENT 400.0\n#define ORIGIN_MARKER_SPAN 10000000.0\n#define ORIGIN_MARKER_WIDTH_SCALE 0.00000015\n#define ORIGIN_MARKER_THRESHOLD 0.0001\n#define TRANSPARENT_MIN_OPACITY 0.08\nprecision highp float;uniform float visibility;uniform vec3 mainColor;uniform vec3 lineColor;uniform vec4 gridControl;uniform vec3 gridOffset;uniform float gridThicknessModifier;\n#ifdef MULTI_SCALE\nuniform float minGridSpacing;uniform float gridOctaves;\n#endif\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nuniform vec3 cameraPosition;uniform vec2 viewportSize;\n#endif\n#ifdef BELOW_LINE_COLOR\nuniform vec3 belowLineColor;\n#endif\nvarying vec3 vPosition;varying vec3 vNormal;\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nvarying vec3 vWorldPos;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;uniform sampler2D opacitySampler;uniform vec2 vOpacityInfos;\n#endif\nfloat getDynamicVisibility(float position) {float majorGridFrequency=gridControl.y;if (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{return 1.0;}\nreturn gridControl.z;}\nfloat getAnisotropicAttenuation(float differentialLength) {const float maxNumberOfLines=10.0;return clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);}\nfloat isPointOnLine(float position,float differentialLength) {float fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \n#ifdef ANTIALIAS\nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);float result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result;\n#else\nreturn abs(fractionPartOfPosition)<SQRT2/4. ? 1. : 0.;\n#endif\n}\nfloat contributionOnAxis(float position,float tcLineWidthCap,float thicknessModifier) {float dPosDx=dFdx(position);float dPosDy=dFdy(position);float differentialLength=length(vec2(dPosDx,dPosDy))*SQRT2;if (tcLineWidthCap>0.0) {differentialLength=max(differentialLength,tcLineWidthCap);}\nfloat lineWidth=differentialLength*thicknessModifier;float result=isPointOnLine(position,lineWidth);result*=getDynamicVisibility(position);result*=getAnisotropicAttenuation(differentialLength);return result;}\nfloat normalImpactOnAxis(float x) {float normalImpact=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);return normalImpact;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 normal=normalize(vNormal);float horizonFade=1.0;float tcLineWidthCap=0.0;\n#if defined(HORIZON_FADE) || defined(ORIGIN_MARKER)\nfloat tc=length(vWorldPos-cameraPosition);\n#endif\n#ifdef HORIZON_FADE\ntcLineWidthCap=LINE_WIDTH_SCREEN_FRACTION*tc/viewportSize.y;vec3 rd=normalize(vWorldPos-cameraPosition);if (abs(rd.y)>0.99) {horizonFade=1.0;} else {vec3 flatRayDir=normalize(vec3(rd.x,0.0,rd.z));horizonFade=-pow(abs(dot(rd,flatRayDir)),HORIZON_FADE_EXPONENT)+1.0;}\n#endif\nfloat grid=0.0;\n#ifdef MULTI_SCALE\nfor (int i=0; i<MAX_OCTAVES; i++) {if (i>=int(gridOctaves)) break;float scale=minGridSpacing*pow(10.0,float(i));vec3 gridPos=(vPosition+gridOffset.xyz)/scale;float gx=contributionOnAxis(gridPos.x,tcLineWidthCap,gridThicknessModifier)*normalImpactOnAxis(normal.x);float gy=contributionOnAxis(gridPos.y,tcLineWidthCap,gridThicknessModifier)*normalImpactOnAxis(normal.y);float gz=contributionOnAxis(gridPos.z,tcLineWidthCap,gridThicknessModifier)*normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\ngrid=max(grid,clamp(max(max(gx,gy),gz),0.,1.));\n#else\ngrid=max(grid,clamp(gx+gy+gz,0.,1.));\n#endif\n}\n#else\nfloat gridRatio=gridControl.x;vec3 gridPos=(vPosition+gridOffset.xyz)/gridRatio;float x=contributionOnAxis(gridPos.x,tcLineWidthCap,gridThicknessModifier)*normalImpactOnAxis(normal.x);float y=contributionOnAxis(gridPos.y,tcLineWidthCap,gridThicknessModifier)*normalImpactOnAxis(normal.y);float z=contributionOnAxis(gridPos.z,tcLineWidthCap,gridThicknessModifier)*normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\ngrid=clamp(max(max(x,y),z),0.,1.);\n#else\ngrid=clamp(x+y+z,0.,1.);\n#endif\n#endif\ngrid*=horizonFade;\n#ifdef ORIGIN_MARKER\nfloat tcOrigin=ORIGIN_MARKER_WIDTH_SCALE*tc/viewportSize.y;float ox=contributionOnAxis(vWorldPos.x/ORIGIN_MARKER_SPAN,tcOrigin,gridThicknessModifier);float oz=contributionOnAxis(vWorldPos.z/ORIGIN_MARKER_SPAN,tcOrigin,gridThicknessModifier);float originMask=clamp(ox+oz,0.0,1.0)*horizonFade;if (originMask>ORIGIN_MARKER_THRESHOLD) grid=originMask;\n#endif\n#ifdef BELOW_LINE_COLOR\nbool belowSurface=cameraPosition.y<vWorldPos.y;vec3 effectiveLineColor=belowSurface ? belowLineColor : lineColor;\n#else\nvec3 effectiveLineColor=lineColor;\n#endif\nvec3 color=mix(mainColor,effectiveLineColor,grid);\n#ifdef FOG\n#include<fogFragment>\n#endif\nfloat opacity=gridControl.w;\n#ifdef LINES_ONLY\nif (grid<0.01) discard;opacity=clamp(grid,TRANSPARENT_MIN_OPACITY,gridControl.w*grid);\n#endif\n#ifdef OPACITY\nopacity*=texture2D(opacitySampler,vOpacityUV).a;\n#endif\ngl_FragColor=vec4(color.rgb,opacity*visibility);\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#include<logDepthFragment>\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
1882
|
+
i.ShaderStore.ShadersStore[ni] || (i.ShaderStore.ShadersStore[ni] = ri);
|
|
1883
|
+
var ai = [i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.fogFragment, i.logDepthFragment, i.imageProcessingCompatibility];
|
|
1872
1884
|
try {
|
|
1873
|
-
for (var
|
|
1874
|
-
var
|
|
1875
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1885
|
+
for (var ai_1 = __values(ai), ai_1_1 = ai_1.next(); !ai_1_1.done; ai_1_1 = ai_1.next()) {
|
|
1886
|
+
var e_106 = ai_1_1.value;
|
|
1887
|
+
i.ShaderStore.IncludesShadersStore[e_106.name] || (i.ShaderStore.IncludesShadersStore[e_106.name] = e_106.shader);
|
|
1876
1888
|
}
|
|
1877
1889
|
}
|
|
1878
1890
|
catch (e_18_1) { e_18 = { error: e_18_1 }; }
|
|
1879
1891
|
finally {
|
|
1880
1892
|
try {
|
|
1881
|
-
if (
|
|
1893
|
+
if (ai_1_1 && !ai_1_1.done && (_v = ai_1.return)) _v.call(ai_1);
|
|
1882
1894
|
}
|
|
1883
1895
|
finally { if (e_18) throw e_18.error; }
|
|
1884
1896
|
}
|
|
1885
|
-
var
|
|
1886
|
-
var
|
|
1887
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1888
|
-
var
|
|
1897
|
+
var si = { __proto__: null, gridPixelShader: { name: ni, shader: ri } };
|
|
1898
|
+
var oi = "gridVertexShader", fi = "attribute position: vec3f;attribute normal: vec3f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\nvarying vPosition: vec3f;varying vNormal: vec3f;\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nvarying vWorldPos: vec3f;\n#endif\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vOpacityUV: vec2f;uniform opacityMatrix: mat4x4f;uniform vOpacityInfos: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);\n#include<fogVertex>\nvar cameraSpacePosition: vec4f=scene.view*worldPos;vertexOutputs.position=scene.projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\nif (uniforms.vOpacityInfos.x==0.)\n{vertexOutputs.vOpacityUV=(uniforms.opacityMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vOpacityUV=(uniforms.opacityMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\nvertexOutputs.vPosition=vertexInputs.position;vertexOutputs.vNormal=vertexInputs.normal;\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nvertexOutputs.vWorldPos=worldPos.xyz;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1899
|
+
i.ShaderStore.ShadersStoreWGSL[oi] || (i.ShaderStore.ShadersStoreWGSL[oi] = fi);
|
|
1900
|
+
var li = [i.instancesDeclarationWGSL, i.sceneUboDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.instancesVertexWGSL, i.fogVertexWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL];
|
|
1889
1901
|
try {
|
|
1890
|
-
for (var
|
|
1891
|
-
var
|
|
1892
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1902
|
+
for (var li_1 = __values(li), li_1_1 = li_1.next(); !li_1_1.done; li_1_1 = li_1.next()) {
|
|
1903
|
+
var e_107 = li_1_1.value;
|
|
1904
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_107.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_107.name] = e_107.shader);
|
|
1893
1905
|
}
|
|
1894
1906
|
}
|
|
1895
1907
|
catch (e_19_1) { e_19 = { error: e_19_1 }; }
|
|
1896
1908
|
finally {
|
|
1897
1909
|
try {
|
|
1898
|
-
if (
|
|
1910
|
+
if (li_1_1 && !li_1_1.done && (_w = li_1.return)) _w.call(li_1);
|
|
1899
1911
|
}
|
|
1900
1912
|
finally { if (e_19) throw e_19.error; }
|
|
1901
1913
|
}
|
|
1902
|
-
var
|
|
1903
|
-
var
|
|
1904
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1905
|
-
var
|
|
1914
|
+
var ui = { __proto__: null, gridVertexShaderWGSL: { name: oi, shader: fi } };
|
|
1915
|
+
var di = "gridPixelShader", ci = "#define SQRT2 1.41421356\n#define PI 3.14159\n#define MAX_OCTAVES 8\n#define LINE_WIDTH_SCREEN_FRACTION 0.004\n#define HORIZON_FADE_EXPONENT 400.0\n#define ORIGIN_MARKER_SPAN 10000000.0\n#define ORIGIN_MARKER_WIDTH_SCALE 0.00000015\n#define ORIGIN_MARKER_THRESHOLD 0.0001\n#define TRANSPARENT_MIN_OPACITY 0.08\nuniform visibility: f32;uniform mainColor: vec3f;uniform lineColor: vec3f;uniform gridControl: vec4f;uniform gridOffset: vec3f;uniform gridThicknessModifier: f32;\n#ifdef MULTI_SCALE\nuniform minGridSpacing: f32;uniform gridOctaves: f32;\n#endif\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nuniform cameraPosition: vec3f;uniform viewportSize: vec2f;\n#endif\n#ifdef BELOW_LINE_COLOR\nuniform belowLineColor: vec3f;\n#endif\nvarying vPosition: vec3f;varying vNormal: vec3f;\n#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)\nvarying vWorldPos: vec3f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef OPACITY\nvarying vOpacityUV: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform vOpacityInfos: vec2f;\n#endif\nfn getDynamicVisibility(position: f32)->f32 {var majorGridFrequency: f32=uniforms.gridControl.y;if (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{return 1.0;}\nreturn uniforms.gridControl.z;}\nfn getAnisotropicAttenuation(differentialLength: f32)->f32 {let maxNumberOfLines: f32=10.0;return clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);}\nfn isPointOnLine(position: f32,differentialLength: f32)->f32 {var fractionPartOfPosition: f32=position-floor(position+0.5);fractionPartOfPosition=fractionPartOfPosition/differentialLength;\n#ifdef ANTIALIAS\nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);var result: f32=0.5+0.5*cos(fractionPartOfPosition*PI);return result;\n#else\nif (abs(fractionPartOfPosition)<SQRT2/4.) {return 1.;}\nreturn 0.;\n#endif\n}\nfn contributionOnAxis(position: f32,tcLineWidthCap: f32,thicknessModifier: f32)->f32 {let dPosDx: f32=dpdx(position);let dPosDy: f32=dpdy(position);var differentialLength: f32=length(vec2f(dPosDx,dPosDy))*SQRT2;if (tcLineWidthCap>0.0) {differentialLength=max(differentialLength,tcLineWidthCap);}\nlet lineWidth: f32=differentialLength*thicknessModifier;var result: f32=isPointOnLine(position,lineWidth);result=result*getDynamicVisibility(position);result=result*getAnisotropicAttenuation(differentialLength);return result;}\nfn normalImpactOnAxis(x: f32)->f32 {var normalImpact: f32=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);return normalImpact;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar normal: vec3f=normalize(fragmentInputs.vNormal);var horizonFade: f32=1.0;var tcLineWidthCap: f32=0.0;\n#if defined(HORIZON_FADE) || defined(ORIGIN_MARKER)\nvar tc: f32=length(fragmentInputs.vWorldPos-uniforms.cameraPosition);\n#ifdef HORIZON_FADE\ntcLineWidthCap=LINE_WIDTH_SCREEN_FRACTION*tc/uniforms.viewportSize.y;let rd: vec3f=normalize(fragmentInputs.vWorldPos-uniforms.cameraPosition);if (abs(rd.y)>0.99) {horizonFade=1.0;} else {let flatRayDir: vec3f=normalize(vec3f(rd.x,0.0,rd.z));horizonFade=-pow(abs(dot(rd,flatRayDir)),HORIZON_FADE_EXPONENT)+1.0;}\n#endif\n#endif\nvar grid: f32=0.0;\n#ifdef MULTI_SCALE\nfor (var i: i32=0; i<MAX_OCTAVES; i++) {if (i>=i32(uniforms.gridOctaves)) { break; }\nlet scale: f32=uniforms.minGridSpacing*pow(10.0,f32(i));let gridPos: vec3f=(fragmentInputs.vPosition+uniforms.gridOffset.xyz)/scale;let gx: f32=contributionOnAxis(gridPos.x,tcLineWidthCap,uniforms.gridThicknessModifier)*normalImpactOnAxis(normal.x);let gy: f32=contributionOnAxis(gridPos.y,tcLineWidthCap,uniforms.gridThicknessModifier)*normalImpactOnAxis(normal.y);let gz: f32=contributionOnAxis(gridPos.z,tcLineWidthCap,uniforms.gridThicknessModifier)*normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\ngrid=max(grid,clamp(max(max(gx,gy),gz),0.,1.));\n#else\ngrid=max(grid,clamp(gx+gy+gz,0.,1.));\n#endif\n}\n#else\nlet gridRatio: f32=uniforms.gridControl.x;let gridPos: vec3f=(fragmentInputs.vPosition+uniforms.gridOffset.xyz)/gridRatio;let x: f32=contributionOnAxis(gridPos.x,tcLineWidthCap,uniforms.gridThicknessModifier)*normalImpactOnAxis(normal.x);let y: f32=contributionOnAxis(gridPos.y,tcLineWidthCap,uniforms.gridThicknessModifier)*normalImpactOnAxis(normal.y);let z: f32=contributionOnAxis(gridPos.z,tcLineWidthCap,uniforms.gridThicknessModifier)*normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\ngrid=clamp(max(max(x,y),z),0.,1.);\n#else\ngrid=clamp(x+y+z,0.,1.);\n#endif\n#endif\ngrid=grid*horizonFade;\n#ifdef ORIGIN_MARKER\nlet tcOrigin: f32=ORIGIN_MARKER_WIDTH_SCALE*tc/uniforms.viewportSize.y;let ox: f32=contributionOnAxis(fragmentInputs.vWorldPos.x/ORIGIN_MARKER_SPAN,tcOrigin,uniforms.gridThicknessModifier);let oz: f32=contributionOnAxis(fragmentInputs.vWorldPos.z/ORIGIN_MARKER_SPAN,tcOrigin,uniforms.gridThicknessModifier);let originMask: f32=clamp(ox+oz,0.0,1.0)*horizonFade;if (originMask>ORIGIN_MARKER_THRESHOLD) { grid=originMask; }\n#endif\n#ifdef BELOW_LINE_COLOR\nlet belowSurface: bool=uniforms.cameraPosition.y<fragmentInputs.vWorldPos.y;let effectiveLineColor: vec3f=select(uniforms.lineColor,uniforms.belowLineColor,belowSurface);\n#else\nlet effectiveLineColor: vec3f=uniforms.lineColor;\n#endif\nvar color: vec4f=vec4f(mix(uniforms.mainColor,effectiveLineColor,vec3f(grid)),1.0);\n#ifdef FOG\n#include<fogFragment>\n#endif\nvar opacity: f32=uniforms.gridControl.w;\n#ifdef LINES_ONLY\nif (grid<0.01) { discard; }\nopacity=clamp(grid,TRANSPARENT_MIN_OPACITY,uniforms.gridControl.w*grid);\n#endif\n#ifdef OPACITY\nopacity=opacity*textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV).a;\n#endif\nfragmentOutputs.color=vec4f(color.rgb,opacity*uniforms.visibility);\n#ifdef PREMULTIPLYALPHA\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb*opacity,fragmentOutputs.color.a);\n#endif\n#include<logDepthFragment>\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
1916
|
+
i.ShaderStore.ShadersStoreWGSL[di] || (i.ShaderStore.ShadersStoreWGSL[di] = ci);
|
|
1917
|
+
var hi = [i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.fogFragmentWGSL, i.logDepthFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
1906
1918
|
try {
|
|
1907
|
-
for (var
|
|
1908
|
-
var
|
|
1909
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1919
|
+
for (var hi_1 = __values(hi), hi_1_1 = hi_1.next(); !hi_1_1.done; hi_1_1 = hi_1.next()) {
|
|
1920
|
+
var e_108 = hi_1_1.value;
|
|
1921
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_108.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_108.name] = e_108.shader);
|
|
1910
1922
|
}
|
|
1911
1923
|
}
|
|
1912
1924
|
catch (e_20_1) { e_20 = { error: e_20_1 }; }
|
|
1913
1925
|
finally {
|
|
1914
1926
|
try {
|
|
1915
|
-
if (
|
|
1927
|
+
if (hi_1_1 && !hi_1_1.done && (_x = hi_1.return)) _x.call(hi_1);
|
|
1916
1928
|
}
|
|
1917
1929
|
finally { if (e_20) throw e_20.error; }
|
|
1918
1930
|
}
|
|
1919
|
-
var
|
|
1920
|
-
var
|
|
1921
|
-
i.ShaderStore.ShadersStore[
|
|
1922
|
-
var
|
|
1931
|
+
var mi = { __proto__: null, gridPixelShaderWGSL: { name: di, shader: ci } };
|
|
1932
|
+
var vi = "lavaVertexShader", gi = "precision highp float;uniform float time;uniform float lowFrequencySpeed;varying float noise;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n/* NOISE FUNCTIONS */\nvec3 mod289(vec3 x)\n{return x-floor(x*(1.0/289.0))*289.0;}\nvec4 mod289(vec4 x)\n{return x-floor(x*(1.0/289.0))*289.0;}\nvec4 permute(vec4 x)\n{return mod289(((x*34.0)+1.0)*x);}\nvec4 taylorInvSqrt(vec4 r)\n{return 1.79284291400159-0.85373472095314*r;}\nvec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}\nfloat pnoise(vec3 P,vec3 rep)\n{vec3 Pi0=mod(floor(P),rep); \nvec3 Pi1=mod(Pi0+vec3(1.0),rep); \nPi0=mod289(Pi0);Pi1=mod289(Pi1);vec3 Pf0=fract(P); \nvec3 Pf1=Pf0-vec3(1.0); \nvec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);vec4 iy=vec4(Pi0.yy,Pi1.yy);vec4 iz0=Pi0.zzzz;vec4 iz1=Pi1.zzzz;vec4 ixy=permute(permute(ix)+iy);vec4 ixy0=permute(ixy+iz0);vec4 ixy1=permute(ixy+iz1);vec4 gx0=ixy0*(1.0/7.0);vec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);vec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);vec4 sz0=step(gz0,vec4(0.0));gx0-=sz0*(step(0.0,gx0)-0.5);gy0-=sz0*(step(0.0,gy0)-0.5);vec4 gx1=ixy1*(1.0/7.0);vec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);vec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);vec4 sz1=step(gz1,vec4(0.0));gx1-=sz1*(step(0.0,gx1)-0.5);gy1-=sz1*(step(0.0,gy1)-0.5);vec3 g000=vec3(gx0.x,gy0.x,gz0.x);vec3 g100=vec3(gx0.y,gy0.y,gz0.y);vec3 g010=vec3(gx0.z,gy0.z,gz0.z);vec3 g110=vec3(gx0.w,gy0.w,gz0.w);vec3 g001=vec3(gx1.x,gy1.x,gz1.x);vec3 g101=vec3(gx1.y,gy1.y,gz1.y);vec3 g011=vec3(gx1.z,gy1.z,gz1.z);vec3 g111=vec3(gx1.w,gy1.w,gz1.w);vec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000*=norm0.x;g010*=norm0.y;g100*=norm0.z;g110*=norm0.w;vec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001*=norm1.x;g011*=norm1.y;g101*=norm1.z;g111*=norm1.w;float n000=dot(g000,Pf0);float n100=dot(g100,vec3(Pf1.x,Pf0.yz));float n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));float n110=dot(g110,vec3(Pf1.xy,Pf0.z));float n001=dot(g001,vec3(Pf0.xy,Pf1.z));float n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));float n011=dot(g011,vec3(Pf0.x,Pf1.yz));float n111=dot(g111,Pf1);vec3 fade_xyz=fade(Pf0);vec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);vec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);float n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}\n/* END FUNCTION */\nfloat turbulence( vec3 p ) {float w=100.0;float t=-.5;for (float f=1.0 ; f<=10.0 ; f++ ){float power=pow( 2.0,f );t+=abs( pnoise( vec3( power*p ),vec3( 10.0,10.0,10.0 ) )/power );}\nreturn t;}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef NORMAL\nnoise=10.0* -.10*turbulence( .5*normal+time*1.15 );float b=lowFrequencySpeed*5.0*pnoise( 0.05*position +vec3(time*1.025),vec3( 100.0 ) );float displacement=- 1.5*noise+b;vec3 newPosition=position+normal*displacement;gl_Position=viewProjection*finalWorld*vec4( newPosition,1.0 );vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}";
|
|
1933
|
+
i.ShaderStore.ShadersStore[vi] || (i.ShaderStore.ShadersStore[vi] = gi);
|
|
1934
|
+
var pi = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing, i.logDepthVertex];
|
|
1923
1935
|
try {
|
|
1924
|
-
for (var
|
|
1925
|
-
var
|
|
1926
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1936
|
+
for (var pi_1 = __values(pi), pi_1_1 = pi_1.next(); !pi_1_1.done; pi_1_1 = pi_1.next()) {
|
|
1937
|
+
var e_109 = pi_1_1.value;
|
|
1938
|
+
i.ShaderStore.IncludesShadersStore[e_109.name] || (i.ShaderStore.IncludesShadersStore[e_109.name] = e_109.shader);
|
|
1927
1939
|
}
|
|
1928
1940
|
}
|
|
1929
1941
|
catch (e_21_1) { e_21 = { error: e_21_1 }; }
|
|
1930
1942
|
finally {
|
|
1931
1943
|
try {
|
|
1932
|
-
if (
|
|
1944
|
+
if (pi_1_1 && !pi_1_1.done && (_y = pi_1.return)) _y.call(pi_1);
|
|
1933
1945
|
}
|
|
1934
1946
|
finally { if (e_21) throw e_21.error; }
|
|
1935
1947
|
}
|
|
1936
|
-
var
|
|
1937
|
-
var
|
|
1938
|
-
i.ShaderStore.ShadersStore[
|
|
1939
|
-
var
|
|
1948
|
+
var Si = { __proto__: null, lavaVertexShader: { name: vi, shader: gi } };
|
|
1949
|
+
var xi = "lavaPixelShader", Ti = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;uniform float time;uniform float speed;uniform float movingSpeed;uniform vec3 fogColor;uniform sampler2D noiseTexture;uniform float fogDensity;varying float noise;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfloat random( vec3 scale,float seed ){return fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nvec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );vec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time *0.02;vec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;T1.x+=noiseTex.x*2.0;T1.y+=noiseTex.y*2.0;T2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;T2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;float p=texture2D( noiseTexture,T1*3.0 ).a;vec4 lavaColor=texture2D( diffuseSampler,T2*4.0);vec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );baseColor=temp;float depth=gl_FragCoord.z*4.0;const float LOG2=1.442695;float fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );fogFactor=1.0-clamp( fogFactor,0.0,1.0 );baseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );diffuseColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
1950
|
+
i.ShaderStore.ShadersStore[xi] || (i.ShaderStore.ShadersStore[xi] = Ti);
|
|
1951
|
+
var _i = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
1940
1952
|
try {
|
|
1941
|
-
for (var
|
|
1942
|
-
var
|
|
1943
|
-
i.ShaderStore.IncludesShadersStore[
|
|
1953
|
+
for (var _i_1 = __values(_i), _i_1_1 = _i_1.next(); !_i_1_1.done; _i_1_1 = _i_1.next()) {
|
|
1954
|
+
var e_110 = _i_1_1.value;
|
|
1955
|
+
i.ShaderStore.IncludesShadersStore[e_110.name] || (i.ShaderStore.IncludesShadersStore[e_110.name] = e_110.shader);
|
|
1944
1956
|
}
|
|
1945
1957
|
}
|
|
1946
1958
|
catch (e_22_1) { e_22 = { error: e_22_1 }; }
|
|
1947
1959
|
finally {
|
|
1948
1960
|
try {
|
|
1949
|
-
if (
|
|
1961
|
+
if (_i_1_1 && !_i_1_1.done && (_z = _i_1.return)) _z.call(_i_1);
|
|
1950
1962
|
}
|
|
1951
1963
|
finally { if (e_22) throw e_22.error; }
|
|
1952
1964
|
}
|
|
1953
|
-
var
|
|
1954
|
-
var
|
|
1955
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1956
|
-
var
|
|
1965
|
+
var Ci = { __proto__: null, lavaPixelShader: { name: xi, shader: Ti } };
|
|
1966
|
+
var Ei = "lavaVertexShader", Li = "uniform time: f32;uniform lowFrequencySpeed: f32;varying noise: f32;attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n/* NOISE FUNCTIONS */\nfn mod289v3(x: vec3f)->vec3f\n{return x-floor(x*(1.0/289.0))*289.0;}\nfn mod289v4(x: vec4f)->vec4f\n{return x-floor(x*(1.0/289.0))*289.0;}\nfn permute(x: vec4f)->vec4f\n{return mod289v4(((x*34.0)+1.0)*x);}\nfn taylorInvSqrt(r: vec4f)->vec4f\n{return vec4f(1.79284291400159)-0.85373472095314*r;}\nfn fade(t: vec3f)->vec3f {return t*t*t*(t*(t*6.0-15.0)+10.0);}\nfn pnoise(P: vec3f,rep: vec3f)->f32\n{var Pi0: vec3f=(P-rep*floor(P/rep)); \nPi0=floor(Pi0);var Pi1: vec3f=Pi0+ vec3f(1.0);Pi1=Pi1-rep*floor(Pi1/rep);Pi0=mod289v3(Pi0);Pi1=mod289v3(Pi1);var Pf0: vec3f=fract(P);var Pf1: vec3f=Pf0- vec3f(1.0);var ix: vec4f= vec4f(Pi0.x,Pi1.x,Pi0.x,Pi1.x);var iy: vec4f= vec4f(Pi0.y,Pi0.y,Pi1.y,Pi1.y);var iz0: vec4f= vec4f(Pi0.z);var iz1: vec4f= vec4f(Pi1.z);var ixy: vec4f=permute(permute(ix)+iy);var ixy0: vec4f=permute(ixy+iz0);var ixy1: vec4f=permute(ixy+iz1);var gx0: vec4f=ixy0*(1.0/7.0);var gy0: vec4f=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);var gz0: vec4f= vec4f(0.5)-abs(gx0)-abs(gy0);var sz0: vec4f=step(gz0, vec4f(0.0));gx0=gx0-sz0*(step( vec4f(0.0),gx0)-0.5);gy0=gy0-sz0*(step( vec4f(0.0),gy0)-0.5);var gx1: vec4f=ixy1*(1.0/7.0);var gy1: vec4f=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);var gz1: vec4f= vec4f(0.5)-abs(gx1)-abs(gy1);var sz1: vec4f=step(gz1, vec4f(0.0));gx1=gx1-sz1*(step( vec4f(0.0),gx1)-0.5);gy1=gy1-sz1*(step( vec4f(0.0),gy1)-0.5);var g000: vec3f= vec3f(gx0.x,gy0.x,gz0.x);var g100: vec3f= vec3f(gx0.y,gy0.y,gz0.y);var g010: vec3f= vec3f(gx0.z,gy0.z,gz0.z);var g110: vec3f= vec3f(gx0.w,gy0.w,gz0.w);var g001: vec3f= vec3f(gx1.x,gy1.x,gz1.x);var g101: vec3f= vec3f(gx1.y,gy1.y,gz1.y);var g011: vec3f= vec3f(gx1.z,gy1.z,gz1.z);var g111: vec3f= vec3f(gx1.w,gy1.w,gz1.w);var norm0: vec4f=taylorInvSqrt( vec4f(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000=g000*norm0.x;g010=g010*norm0.y;g100=g100*norm0.z;g110=g110*norm0.w;var norm1: vec4f=taylorInvSqrt( vec4f(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001=g001*norm1.x;g011=g011*norm1.y;g101=g101*norm1.z;g111=g111*norm1.w;var n000: f32=dot(g000,Pf0);var n100: f32=dot(g100, vec3f(Pf1.x,Pf0.yz));var n010: f32=dot(g010, vec3f(Pf0.x,Pf1.y,Pf0.z));var n110: f32=dot(g110, vec3f(Pf1.xy,Pf0.z));var n001: f32=dot(g001, vec3f(Pf0.xy,Pf1.z));var n101: f32=dot(g101, vec3f(Pf1.x,Pf0.y,Pf1.z));var n011: f32=dot(g011, vec3f(Pf0.x,Pf1.yz));var n111: f32=dot(g111,Pf1);var fade_xyz: vec3f=fade(Pf0);var n_z: vec4f=mix( vec4f(n000,n100,n010,n110), vec4f(n001,n101,n011,n111), vec4f(fade_xyz.z));var n_yz: vec2f=mix(n_z.xy,n_z.zw, vec2f(fade_xyz.y));var n_xyz: f32=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}\n/* END FUNCTION */\nfn turbulence(p: vec3f)->f32 {var w: f32=100.0;var t: f32=-.5;for (var f: f32=1.0; f<=10.0; f=f+1.0){var power: f32=pow(2.0,f);t=t+abs(pnoise( vec3f(power*p), vec3f(10.0,10.0,10.0))/power);}\nreturn t;}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef NORMAL\nvertexOutputs.noise=10.0*-.10*turbulence(.5*vertexInputs.normal+uniforms.time*1.15);var b: f32=uniforms.lowFrequencySpeed*5.0*pnoise(0.05*vertexInputs.position+ vec3f(uniforms.time*1.025), vec3f(100.0));var displacement: f32=-1.5*vertexOutputs.noise+b;var newPosition: vec3f=vertexInputs.position+vertexInputs.normal*displacement;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(newPosition,1.0);var worldPos: vec4f=finalWorld* vec4f(newPosition,1.0);vertexOutputs.vPositionW= worldPos.xyz;vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
1967
|
+
i.ShaderStore.ShadersStoreWGSL[Ei] || (i.ShaderStore.ShadersStoreWGSL[Ei] = Li);
|
|
1968
|
+
var Pi = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL, i.logDepthVertexWGSL];
|
|
1957
1969
|
try {
|
|
1958
|
-
for (var
|
|
1959
|
-
var
|
|
1960
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1970
|
+
for (var Pi_1 = __values(Pi), Pi_1_1 = Pi_1.next(); !Pi_1_1.done; Pi_1_1 = Pi_1.next()) {
|
|
1971
|
+
var e_111 = Pi_1_1.value;
|
|
1972
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_111.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_111.name] = e_111.shader);
|
|
1961
1973
|
}
|
|
1962
1974
|
}
|
|
1963
1975
|
catch (e_23_1) { e_23 = { error: e_23_1 }; }
|
|
1964
1976
|
finally {
|
|
1965
1977
|
try {
|
|
1966
|
-
if (
|
|
1978
|
+
if (Pi_1_1 && !Pi_1_1.done && (_0 = Pi_1.return)) _0.call(Pi_1);
|
|
1967
1979
|
}
|
|
1968
1980
|
finally { if (e_23) throw e_23.error; }
|
|
1969
1981
|
}
|
|
1970
|
-
var
|
|
1971
|
-
var
|
|
1972
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
1973
|
-
var
|
|
1982
|
+
var Ii = { __proto__: null, lavaVertexShaderWGSL: { name: Ei, shader: Li } };
|
|
1983
|
+
var Di = "lavaPixelShader", bi = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;uniform time: f32;uniform speed: f32;uniform movingSpeed: f32;uniform fogColor: vec3f;var noiseTextureSampler: sampler;var noiseTexture: texture_2d<f32>;uniform fogDensity: f32;varying noise: f32;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0]\n#include<lightUboDeclaration>[1]\n#include<lightUboDeclaration>[2]\n#include<lightUboDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn random(scale: vec3f,seed: f32)->f32 {return fract(sin(dot(fragmentInputs.position.xyz+seed,scale))*43758.5453+seed);}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nvar noiseTex: vec4f=textureSample(noiseTexture,noiseTextureSampler,fragmentInputs.vDiffuseUV);var T1: vec2f=fragmentInputs.vDiffuseUV+ vec2f(1.5,-1.5)*uniforms.time*0.02;var T2: vec2f=fragmentInputs.vDiffuseUV+ vec2f(-0.5,2.0)*uniforms.time*0.01*uniforms.speed;T1=vec2f(T1.x+noiseTex.x*2.0,T1.y+noiseTex.y*2.0);T2=vec2f(T2.x-noiseTex.y*0.2-uniforms.time*0.001*uniforms.movingSpeed,T2.y+noiseTex.z*0.2+uniforms.time*0.002*uniforms.movingSpeed);var p: f32=textureSample(noiseTexture,noiseTextureSampler,T1*3.0).a;var lavaColor: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,T2*4.0);var temp: vec4f=lavaColor*( vec4f(p,p,p,p)*2.)+(lavaColor*lavaColor-0.1);baseColor=temp;var depth: f32=fragmentInputs.position.z*4.0;let LOG2: f32=1.442695;var fogFactor: f32=exp2(-uniforms.fogDensity*uniforms.fogDensity*depth*depth*LOG2);fogFactor=1.0-clamp(fogFactor,0.0,1.0);baseColor=mix(baseColor, vec4f(uniforms.fogColor,baseColor.w), vec4f(fogFactor));diffuseColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
1984
|
+
i.ShaderStore.ShadersStoreWGSL[Di] || (i.ShaderStore.ShadersStoreWGSL[Di] = bi);
|
|
1985
|
+
var Ai = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
1974
1986
|
try {
|
|
1975
|
-
for (var
|
|
1976
|
-
var
|
|
1977
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
1987
|
+
for (var Ai_1 = __values(Ai), Ai_1_1 = Ai_1.next(); !Ai_1_1.done; Ai_1_1 = Ai_1.next()) {
|
|
1988
|
+
var e_112 = Ai_1_1.value;
|
|
1989
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_112.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_112.name] = e_112.shader);
|
|
1978
1990
|
}
|
|
1979
1991
|
}
|
|
1980
1992
|
catch (e_24_1) { e_24 = { error: e_24_1 }; }
|
|
1981
1993
|
finally {
|
|
1982
1994
|
try {
|
|
1983
|
-
if (
|
|
1995
|
+
if (Ai_1_1 && !Ai_1_1.done && (_1 = Ai_1.return)) _1.call(Ai_1);
|
|
1984
1996
|
}
|
|
1985
1997
|
finally { if (e_24) throw e_24.error; }
|
|
1986
1998
|
}
|
|
1987
|
-
var
|
|
1988
|
-
var
|
|
1989
|
-
i.ShaderStore.ShadersStore[
|
|
1990
|
-
var
|
|
1999
|
+
var Fi = { __proto__: null, lavaPixelShaderWGSL: { name: Di, shader: bi } };
|
|
2000
|
+
var Oi = "mixVertexShader", Ri = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2001
|
+
i.ShaderStore.ShadersStore[Oi] || (i.ShaderStore.ShadersStore[Oi] = Ri);
|
|
2002
|
+
var Mi = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing, i.logDepthVertex];
|
|
1991
2003
|
try {
|
|
1992
|
-
for (var
|
|
1993
|
-
var
|
|
1994
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2004
|
+
for (var Mi_1 = __values(Mi), Mi_1_1 = Mi_1.next(); !Mi_1_1.done; Mi_1_1 = Mi_1.next()) {
|
|
2005
|
+
var e_113 = Mi_1_1.value;
|
|
2006
|
+
i.ShaderStore.IncludesShadersStore[e_113.name] || (i.ShaderStore.IncludesShadersStore[e_113.name] = e_113.shader);
|
|
1995
2007
|
}
|
|
1996
2008
|
}
|
|
1997
2009
|
catch (e_25_1) { e_25 = { error: e_25_1 }; }
|
|
1998
2010
|
finally {
|
|
1999
2011
|
try {
|
|
2000
|
-
if (
|
|
2012
|
+
if (Mi_1_1 && !Mi_1_1.done && (_2 = Mi_1.return)) _2.call(Mi_1);
|
|
2001
2013
|
}
|
|
2002
2014
|
finally { if (e_25) throw e_25.error; }
|
|
2003
2015
|
}
|
|
2004
|
-
var
|
|
2005
|
-
var
|
|
2006
|
-
i.ShaderStore.ShadersStore[
|
|
2007
|
-
var
|
|
2016
|
+
var Ni = { __proto__: null, mixVertexShader: { name: Oi, shader: Ri } };
|
|
2017
|
+
var yi = "mixPixelShader", Vi = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D mixMap1Sampler;uniform vec2 vTextureInfos;\n#ifdef MIXMAP2\nuniform sampler2D mixMap2Sampler;\n#endif\nuniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform sampler2D diffuse4Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;uniform vec2 diffuse4Infos;\n#ifdef MIXMAP2\nuniform sampler2D diffuse5Sampler;uniform sampler2D diffuse6Sampler;uniform sampler2D diffuse7Sampler;uniform sampler2D diffuse8Sampler;uniform vec2 diffuse5Infos;uniform vec2 diffuse6Infos;uniform vec2 diffuse7Infos;uniform vec2 diffuse8Infos;\n#endif\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 finalMixColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvec4 mixColor2=vec4(1.,1.,1.,1.);\n#endif\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nvec4 mixColor=texture2D(mixMap1Sampler,vTextureUV);\n#include<depthPrePass>\nmixColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);vec4 diffuse4Color=texture2D(diffuse4Sampler,vTextureUV*diffuse4Infos);diffuse1Color.rgb*=mixColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,mixColor.g);diffuse3Color.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,mixColor.b);finalMixColor.rgb=mix(diffuse3Color.rgb,diffuse4Color.rgb,1.0-mixColor.a);\n#ifdef MIXMAP2\nmixColor=texture2D(mixMap2Sampler,vTextureUV);mixColor.rgb*=vTextureInfos.y;vec4 diffuse5Color=texture2D(diffuse5Sampler,vTextureUV*diffuse5Infos);vec4 diffuse6Color=texture2D(diffuse6Sampler,vTextureUV*diffuse6Infos);vec4 diffuse7Color=texture2D(diffuse7Sampler,vTextureUV*diffuse7Infos);vec4 diffuse8Color=texture2D(diffuse8Sampler,vTextureUV*diffuse8Infos);diffuse5Color.rgb=mix(finalMixColor.rgb,diffuse5Color.rgb,mixColor.r);diffuse6Color.rgb=mix(diffuse5Color.rgb,diffuse6Color.rgb,mixColor.g);diffuse7Color.rgb=mix(diffuse6Color.rgb,diffuse7Color.rgb,mixColor.b);finalMixColor.rgb=mix(diffuse7Color.rgb,diffuse8Color.rgb,1.0-mixColor.a);\n#endif\n#endif\n#ifdef VERTEXCOLOR\nfinalMixColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2018
|
+
i.ShaderStore.ShadersStore[yi] || (i.ShaderStore.ShadersStore[yi] = Vi);
|
|
2019
|
+
var Ui = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2008
2020
|
try {
|
|
2009
|
-
for (var
|
|
2010
|
-
var
|
|
2011
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2021
|
+
for (var Ui_1 = __values(Ui), Ui_1_1 = Ui_1.next(); !Ui_1_1.done; Ui_1_1 = Ui_1.next()) {
|
|
2022
|
+
var e_114 = Ui_1_1.value;
|
|
2023
|
+
i.ShaderStore.IncludesShadersStore[e_114.name] || (i.ShaderStore.IncludesShadersStore[e_114.name] = e_114.shader);
|
|
2012
2024
|
}
|
|
2013
2025
|
}
|
|
2014
2026
|
catch (e_26_1) { e_26 = { error: e_26_1 }; }
|
|
2015
2027
|
finally {
|
|
2016
2028
|
try {
|
|
2017
|
-
if (
|
|
2029
|
+
if (Ui_1_1 && !Ui_1_1.done && (_3 = Ui_1.return)) _3.call(Ui_1);
|
|
2018
2030
|
}
|
|
2019
2031
|
finally { if (e_26) throw e_26.error; }
|
|
2020
2032
|
}
|
|
2021
|
-
var
|
|
2022
|
-
var
|
|
2023
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2024
|
-
var
|
|
2033
|
+
var wi = { __proto__: null, mixPixelShader: { name: yi, shader: Vi } };
|
|
2034
|
+
var Gi = "mixVertexShader", Wi = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2035
|
+
i.ShaderStore.ShadersStoreWGSL[Gi] || (i.ShaderStore.ShadersStoreWGSL[Gi] = Wi);
|
|
2036
|
+
var Bi = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL, i.logDepthVertexWGSL];
|
|
2025
2037
|
try {
|
|
2026
|
-
for (var
|
|
2027
|
-
var
|
|
2028
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2038
|
+
for (var Bi_1 = __values(Bi), Bi_1_1 = Bi_1.next(); !Bi_1_1.done; Bi_1_1 = Bi_1.next()) {
|
|
2039
|
+
var e_115 = Bi_1_1.value;
|
|
2040
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_115.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_115.name] = e_115.shader);
|
|
2029
2041
|
}
|
|
2030
2042
|
}
|
|
2031
2043
|
catch (e_27_1) { e_27 = { error: e_27_1 }; }
|
|
2032
2044
|
finally {
|
|
2033
2045
|
try {
|
|
2034
|
-
if (
|
|
2046
|
+
if (Bi_1_1 && !Bi_1_1.done && (_4 = Bi_1.return)) _4.call(Bi_1);
|
|
2035
2047
|
}
|
|
2036
2048
|
finally { if (e_27) throw e_27.error; }
|
|
2037
2049
|
}
|
|
2038
|
-
var
|
|
2039
|
-
var
|
|
2040
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2041
|
-
var
|
|
2050
|
+
var zi = { __proto__: null, mixVertexShaderWGSL: { name: Gi, shader: Wi } };
|
|
2051
|
+
var Hi = "mixPixelShader", ki = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;var mixMap1SamplerSampler: sampler;var mixMap1Sampler: texture_2d<f32>;uniform vTextureInfos: vec2f;\n#ifdef MIXMAP2\nvar mixMap2SamplerSampler: sampler;var mixMap2Sampler: texture_2d<f32>;\n#endif\nvar diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;var diffuse4SamplerSampler: sampler;var diffuse4Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;uniform diffuse4Infos: vec2f;\n#ifdef MIXMAP2\nvar diffuse5SamplerSampler: sampler;var diffuse5Sampler: texture_2d<f32>;var diffuse6SamplerSampler: sampler;var diffuse6Sampler: texture_2d<f32>;var diffuse7SamplerSampler: sampler;var diffuse7Sampler: texture_2d<f32>;var diffuse8SamplerSampler: sampler;var diffuse8Sampler: texture_2d<f32>;uniform diffuse5Infos: vec2f;uniform diffuse6Infos: vec2f;uniform diffuse7Infos: vec2f;uniform diffuse8Infos: vec2f;\n#endif\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var finalMixColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvar mixColor2: vec4f= vec4f(1.,1.,1.,1.);\n#endif\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\nvar alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nvar mixColor: vec4f=textureSample(mixMap1Sampler,mixMap1SamplerSampler,fragmentInputs.vTextureUV);\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nmixColor=vec4f(mixColor.rgb*uniforms.vTextureInfos.y,mixColor.a);var diffuse1Color: vec4f=textureSample(diffuse1Sampler,diffuse1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos);var diffuse2Color: vec4f=textureSample(diffuse2Sampler,diffuse2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos);var diffuse3Color: vec4f=textureSample(diffuse3Sampler,diffuse3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos);var diffuse4Color: vec4f=textureSample(diffuse4Sampler,diffuse4SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse4Infos);diffuse1Color=vec4f(diffuse1Color.rgb*mixColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(mixColor.g)),diffuse2Color.a);diffuse3Color=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(mixColor.b)),diffuse3Color.a);finalMixColor=vec4f(mix(diffuse3Color.rgb,diffuse4Color.rgb,vec3f(1.0-mixColor.a)),finalMixColor.a);\n#ifdef MIXMAP2\nmixColor=textureSample(mixMap2Sampler,mixMap2SamplerSampler,fragmentInputs.vTextureUV);mixColor=vec4f(mixColor.rgb*uniforms.vTextureInfos.y,mixColor.a);var diffuse5Color: vec4f=textureSample(diffuse5Sampler,diffuse5SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse5Infos);var diffuse6Color: vec4f=textureSample(diffuse6Sampler,diffuse6SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse6Infos);var diffuse7Color: vec4f=textureSample(diffuse7Sampler,diffuse7SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse7Infos);var diffuse8Color: vec4f=textureSample(diffuse8Sampler,diffuse8SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse8Infos);diffuse5Color=vec4f(mix(finalMixColor.rgb,diffuse5Color.rgb,vec3f(mixColor.r)),diffuse5Color.a);diffuse6Color=vec4f(mix(diffuse5Color.rgb,diffuse6Color.rgb,vec3f(mixColor.g)),diffuse6Color.a);diffuse7Color=vec4f(mix(diffuse6Color.rgb,diffuse7Color.rgb,vec3f(mixColor.b)),diffuse7Color.a);finalMixColor=vec4f(mix(diffuse7Color.rgb,diffuse8Color.rgb,vec3f(1.0-mixColor.a)),finalMixColor.a);\n#endif\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#ifdef VERTEXCOLOR\nfinalMixColor=vec4f(finalMixColor.rgb*fragmentInputs.vColor.rgb,finalMixColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
2052
|
+
i.ShaderStore.ShadersStoreWGSL[Hi] || (i.ShaderStore.ShadersStoreWGSL[Hi] = ki);
|
|
2053
|
+
var Xi = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
2042
2054
|
try {
|
|
2043
|
-
for (var
|
|
2044
|
-
var
|
|
2045
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2055
|
+
for (var Xi_1 = __values(Xi), Xi_1_1 = Xi_1.next(); !Xi_1_1.done; Xi_1_1 = Xi_1.next()) {
|
|
2056
|
+
var e_116 = Xi_1_1.value;
|
|
2057
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_116.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_116.name] = e_116.shader);
|
|
2046
2058
|
}
|
|
2047
2059
|
}
|
|
2048
2060
|
catch (e_28_1) { e_28 = { error: e_28_1 }; }
|
|
2049
2061
|
finally {
|
|
2050
2062
|
try {
|
|
2051
|
-
if (
|
|
2063
|
+
if (Xi_1_1 && !Xi_1_1.done && (_5 = Xi_1.return)) _5.call(Xi_1);
|
|
2052
2064
|
}
|
|
2053
2065
|
finally { if (e_28) throw e_28.error; }
|
|
2054
2066
|
}
|
|
2055
|
-
var
|
|
2056
|
-
var
|
|
2057
|
-
i.ShaderStore.ShadersStore[
|
|
2058
|
-
var
|
|
2067
|
+
var ji = { __proto__: null, mixPixelShaderWGSL: { name: Hi, shader: ki } };
|
|
2068
|
+
var Yi = "normalVertexShader", Zi = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2069
|
+
i.ShaderStore.ShadersStore[Yi] || (i.ShaderStore.ShadersStore[Yi] = Zi);
|
|
2070
|
+
var Ki = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex];
|
|
2059
2071
|
try {
|
|
2060
|
-
for (var
|
|
2061
|
-
var
|
|
2062
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2072
|
+
for (var Ki_1 = __values(Ki), Ki_1_1 = Ki_1.next(); !Ki_1_1.done; Ki_1_1 = Ki_1.next()) {
|
|
2073
|
+
var e_117 = Ki_1_1.value;
|
|
2074
|
+
i.ShaderStore.IncludesShadersStore[e_117.name] || (i.ShaderStore.IncludesShadersStore[e_117.name] = e_117.shader);
|
|
2063
2075
|
}
|
|
2064
2076
|
}
|
|
2065
2077
|
catch (e_29_1) { e_29 = { error: e_29_1 }; }
|
|
2066
2078
|
finally {
|
|
2067
2079
|
try {
|
|
2068
|
-
if (
|
|
2080
|
+
if (Ki_1_1 && !Ki_1_1.done && (_6 = Ki_1.return)) _6.call(Ki_1);
|
|
2069
2081
|
}
|
|
2070
2082
|
finally { if (e_29) throw e_29.error; }
|
|
2071
2083
|
}
|
|
2072
|
-
var
|
|
2073
|
-
var
|
|
2074
|
-
i.ShaderStore.ShadersStore[
|
|
2075
|
-
var
|
|
2084
|
+
var qi = { __proto__: null, normalVertexShader: { name: Yi, shader: Zi } };
|
|
2085
|
+
var Qi = "normalPixelShader", Ji = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef LIGHTING\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse= baseColor.rgb;\n#endif\nvec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
2086
|
+
i.ShaderStore.ShadersStore[Qi] || (i.ShaderStore.ShadersStore[Qi] = Ji);
|
|
2087
|
+
var $i = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2076
2088
|
try {
|
|
2077
|
-
for (var
|
|
2078
|
-
var
|
|
2079
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2089
|
+
for (var $i_1 = __values($i), $i_1_1 = $i_1.next(); !$i_1_1.done; $i_1_1 = $i_1.next()) {
|
|
2090
|
+
var e_118 = $i_1_1.value;
|
|
2091
|
+
i.ShaderStore.IncludesShadersStore[e_118.name] || (i.ShaderStore.IncludesShadersStore[e_118.name] = e_118.shader);
|
|
2080
2092
|
}
|
|
2081
2093
|
}
|
|
2082
2094
|
catch (e_30_1) { e_30 = { error: e_30_1 }; }
|
|
2083
2095
|
finally {
|
|
2084
2096
|
try {
|
|
2085
|
-
if (
|
|
2097
|
+
if ($i_1_1 && !$i_1_1.done && (_7 = $i_1.return)) _7.call($i_1);
|
|
2086
2098
|
}
|
|
2087
2099
|
finally { if (e_30) throw e_30.error; }
|
|
2088
2100
|
}
|
|
2089
|
-
var
|
|
2090
|
-
var
|
|
2091
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2092
|
-
var
|
|
2101
|
+
var et = { __proto__: null, normalPixelShader: { name: Qi, shader: Ji } };
|
|
2102
|
+
var it = "normalVertexShader", tt = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2103
|
+
i.ShaderStore.ShadersStoreWGSL[it] || (i.ShaderStore.ShadersStoreWGSL[it] = tt);
|
|
2104
|
+
var nt = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL];
|
|
2093
2105
|
try {
|
|
2094
|
-
for (var
|
|
2095
|
-
var
|
|
2096
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2106
|
+
for (var nt_1 = __values(nt), nt_1_1 = nt_1.next(); !nt_1_1.done; nt_1_1 = nt_1.next()) {
|
|
2107
|
+
var e_119 = nt_1_1.value;
|
|
2108
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_119.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_119.name] = e_119.shader);
|
|
2097
2109
|
}
|
|
2098
2110
|
}
|
|
2099
2111
|
catch (e_31_1) { e_31 = { error: e_31_1 }; }
|
|
2100
2112
|
finally {
|
|
2101
2113
|
try {
|
|
2102
|
-
if (
|
|
2114
|
+
if (nt_1_1 && !nt_1_1.done && (_8 = nt_1.return)) _8.call(nt_1);
|
|
2103
2115
|
}
|
|
2104
2116
|
finally { if (e_31) throw e_31.error; }
|
|
2105
2117
|
}
|
|
2106
|
-
var
|
|
2107
|
-
var
|
|
2108
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2109
|
-
var
|
|
2118
|
+
var rt = { __proto__: null, normalVertexShaderWGSL: { name: it, shader: tt } };
|
|
2119
|
+
var at = "normalPixelShader", st = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<lightUboDeclaration>[0]\n#include<lightUboDeclaration>[1]\n#include<lightUboDeclaration>[2]\n#include<lightUboDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#ifdef NORMAL\nbaseColor=mix(baseColor, vec4f(fragmentInputs.vNormalW,1.0),0.5);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef LIGHTING\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f= baseColor.rgb;\n#endif\nvar color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
2120
|
+
i.ShaderStore.ShadersStoreWGSL[at] || (i.ShaderStore.ShadersStoreWGSL[at] = st);
|
|
2121
|
+
var ot = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
2110
2122
|
try {
|
|
2111
|
-
for (var
|
|
2112
|
-
var
|
|
2113
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2123
|
+
for (var ot_1 = __values(ot), ot_1_1 = ot_1.next(); !ot_1_1.done; ot_1_1 = ot_1.next()) {
|
|
2124
|
+
var e_120 = ot_1_1.value;
|
|
2125
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_120.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_120.name] = e_120.shader);
|
|
2114
2126
|
}
|
|
2115
2127
|
}
|
|
2116
2128
|
catch (e_32_1) { e_32 = { error: e_32_1 }; }
|
|
2117
2129
|
finally {
|
|
2118
2130
|
try {
|
|
2119
|
-
if (
|
|
2131
|
+
if (ot_1_1 && !ot_1_1.done && (_9 = ot_1.return)) _9.call(ot_1);
|
|
2120
2132
|
}
|
|
2121
2133
|
finally { if (e_32) throw e_32.error; }
|
|
2122
2134
|
}
|
|
2123
|
-
var
|
|
2124
|
-
var
|
|
2125
|
-
i.ShaderStore.ShadersStore[
|
|
2126
|
-
var
|
|
2135
|
+
var ft = { __proto__: null, normalPixelShaderWGSL: { name: at, shader: st } };
|
|
2136
|
+
var lt = "shadowOnlyVertexShader", ut = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<__decl__sceneVertex>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2137
|
+
i.ShaderStore.ShadersStore[lt] || (i.ShaderStore.ShadersStore[lt] = ut);
|
|
2138
|
+
var dt = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.sceneVertexDeclaration, i.sceneUboDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex];
|
|
2127
2139
|
try {
|
|
2128
|
-
for (var
|
|
2129
|
-
var
|
|
2130
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2140
|
+
for (var dt_1 = __values(dt), dt_1_1 = dt_1.next(); !dt_1_1.done; dt_1_1 = dt_1.next()) {
|
|
2141
|
+
var e_121 = dt_1_1.value;
|
|
2142
|
+
i.ShaderStore.IncludesShadersStore[e_121.name] || (i.ShaderStore.IncludesShadersStore[e_121.name] = e_121.shader);
|
|
2131
2143
|
}
|
|
2132
2144
|
}
|
|
2133
2145
|
catch (e_33_1) { e_33 = { error: e_33_1 }; }
|
|
2134
2146
|
finally {
|
|
2135
2147
|
try {
|
|
2136
|
-
if (
|
|
2148
|
+
if (dt_1_1 && !dt_1_1.done && (_10 = dt_1.return)) _10.call(dt_1);
|
|
2137
2149
|
}
|
|
2138
2150
|
finally { if (e_33) throw e_33.error; }
|
|
2139
2151
|
}
|
|
2140
|
-
var
|
|
2141
|
-
var
|
|
2142
|
-
i.ShaderStore.ShadersStore[
|
|
2143
|
-
var
|
|
2152
|
+
var ct = { __proto__: null, shadowOnlyVertexShader: { name: lt, shader: ut } };
|
|
2153
|
+
var ht = "shadowOnlyPixelShader", mt = "precision highp float;\n#include<__decl__sceneFragment>\nuniform float alpha;uniform vec3 shadowColor;\n#define ADDITIONAL_FRAGMENT_DECLARATION\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..1]\n#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
2154
|
+
i.ShaderStore.ShadersStore[ht] || (i.ShaderStore.ShadersStore[ht] = mt);
|
|
2155
|
+
var vt = [i.sceneFragmentDeclaration, i.sceneUboDeclaration, i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2144
2156
|
try {
|
|
2145
|
-
for (var
|
|
2146
|
-
var
|
|
2147
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2157
|
+
for (var vt_1 = __values(vt), vt_1_1 = vt_1.next(); !vt_1_1.done; vt_1_1 = vt_1.next()) {
|
|
2158
|
+
var e_122 = vt_1_1.value;
|
|
2159
|
+
i.ShaderStore.IncludesShadersStore[e_122.name] || (i.ShaderStore.IncludesShadersStore[e_122.name] = e_122.shader);
|
|
2148
2160
|
}
|
|
2149
2161
|
}
|
|
2150
2162
|
catch (e_34_1) { e_34 = { error: e_34_1 }; }
|
|
2151
2163
|
finally {
|
|
2152
2164
|
try {
|
|
2153
|
-
if (
|
|
2165
|
+
if (vt_1_1 && !vt_1_1.done && (_11 = vt_1.return)) _11.call(vt_1);
|
|
2154
2166
|
}
|
|
2155
2167
|
finally { if (e_34) throw e_34.error; }
|
|
2156
2168
|
}
|
|
2157
|
-
var
|
|
2158
|
-
var
|
|
2159
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2160
|
-
var
|
|
2169
|
+
var gt = { __proto__: null, shadowOnlyPixelShader: { name: ht, shader: mt } };
|
|
2170
|
+
var pt = "shadowOnlyVertexShader", St = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=scene.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2171
|
+
i.ShaderStore.ShadersStoreWGSL[pt] || (i.ShaderStore.ShadersStoreWGSL[pt] = St);
|
|
2172
|
+
var xt = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.sceneUboDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL];
|
|
2161
2173
|
try {
|
|
2162
|
-
for (var
|
|
2163
|
-
var
|
|
2164
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2174
|
+
for (var xt_1 = __values(xt), xt_1_1 = xt_1.next(); !xt_1_1.done; xt_1_1 = xt_1.next()) {
|
|
2175
|
+
var e_123 = xt_1_1.value;
|
|
2176
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_123.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_123.name] = e_123.shader);
|
|
2165
2177
|
}
|
|
2166
2178
|
}
|
|
2167
2179
|
catch (e_35_1) { e_35 = { error: e_35_1 }; }
|
|
2168
2180
|
finally {
|
|
2169
2181
|
try {
|
|
2170
|
-
if (
|
|
2182
|
+
if (xt_1_1 && !xt_1_1.done && (_12 = xt_1.return)) _12.call(xt_1);
|
|
2171
2183
|
}
|
|
2172
2184
|
finally { if (e_35) throw e_35.error; }
|
|
2173
2185
|
}
|
|
2174
|
-
var
|
|
2175
|
-
var
|
|
2176
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2177
|
-
var
|
|
2186
|
+
var Tt = { __proto__: null, shadowOnlyVertexShaderWGSL: { name: pt, shader: St } };
|
|
2187
|
+
var _t = "shadowOnlyPixelShader", Ct = "#include<sceneUboDeclaration>\nuniform alpha: f32;uniform shadowColor: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..1]\n#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION\nvar color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2188
|
+
i.ShaderStore.ShadersStoreWGSL[_t] || (i.ShaderStore.ShadersStoreWGSL[_t] = Ct);
|
|
2189
|
+
var Et = [i.sceneUboDeclarationWGSL, i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL];
|
|
2178
2190
|
try {
|
|
2179
|
-
for (var
|
|
2180
|
-
var
|
|
2181
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2191
|
+
for (var Et_1 = __values(Et), Et_1_1 = Et_1.next(); !Et_1_1.done; Et_1_1 = Et_1.next()) {
|
|
2192
|
+
var e_124 = Et_1_1.value;
|
|
2193
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_124.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_124.name] = e_124.shader);
|
|
2182
2194
|
}
|
|
2183
2195
|
}
|
|
2184
2196
|
catch (e_36_1) { e_36 = { error: e_36_1 }; }
|
|
2185
2197
|
finally {
|
|
2186
2198
|
try {
|
|
2187
|
-
if (
|
|
2199
|
+
if (Et_1_1 && !Et_1_1.done && (_13 = Et_1.return)) _13.call(Et_1);
|
|
2188
2200
|
}
|
|
2189
2201
|
finally { if (e_36) throw e_36.error; }
|
|
2190
2202
|
}
|
|
2191
|
-
var
|
|
2192
|
-
var
|
|
2193
|
-
i.ShaderStore.ShadersStore[
|
|
2194
|
-
var
|
|
2203
|
+
var Lt = { __proto__: null, shadowOnlyPixelShaderWGSL: { name: _t, shader: Ct } };
|
|
2204
|
+
var Pt = "simpleVertexShader", It = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2205
|
+
i.ShaderStore.ShadersStore[Pt] || (i.ShaderStore.ShadersStore[Pt] = It);
|
|
2206
|
+
var Dt = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing];
|
|
2195
2207
|
try {
|
|
2196
|
-
for (var
|
|
2197
|
-
var
|
|
2198
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2208
|
+
for (var Dt_1 = __values(Dt), Dt_1_1 = Dt_1.next(); !Dt_1_1.done; Dt_1_1 = Dt_1.next()) {
|
|
2209
|
+
var e_125 = Dt_1_1.value;
|
|
2210
|
+
i.ShaderStore.IncludesShadersStore[e_125.name] || (i.ShaderStore.IncludesShadersStore[e_125.name] = e_125.shader);
|
|
2199
2211
|
}
|
|
2200
2212
|
}
|
|
2201
2213
|
catch (e_37_1) { e_37 = { error: e_37_1 }; }
|
|
2202
2214
|
finally {
|
|
2203
2215
|
try {
|
|
2204
|
-
if (
|
|
2216
|
+
if (Dt_1_1 && !Dt_1_1.done && (_14 = Dt_1.return)) _14.call(Dt_1);
|
|
2205
2217
|
}
|
|
2206
2218
|
finally { if (e_37) throw e_37.error; }
|
|
2207
2219
|
}
|
|
2208
|
-
var
|
|
2209
|
-
var
|
|
2210
|
-
i.ShaderStore.ShadersStore[
|
|
2211
|
-
var
|
|
2220
|
+
var bt = { __proto__: null, simpleVertexShader: { name: Pt, shader: It } };
|
|
2221
|
+
var At = "simplePixelShader", Ft = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
|
2222
|
+
i.ShaderStore.ShadersStore[At] || (i.ShaderStore.ShadersStore[At] = Ft);
|
|
2223
|
+
var Ot = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2212
2224
|
try {
|
|
2213
|
-
for (var
|
|
2214
|
-
var
|
|
2215
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2225
|
+
for (var Ot_1 = __values(Ot), Ot_1_1 = Ot_1.next(); !Ot_1_1.done; Ot_1_1 = Ot_1.next()) {
|
|
2226
|
+
var e_126 = Ot_1_1.value;
|
|
2227
|
+
i.ShaderStore.IncludesShadersStore[e_126.name] || (i.ShaderStore.IncludesShadersStore[e_126.name] = e_126.shader);
|
|
2216
2228
|
}
|
|
2217
2229
|
}
|
|
2218
2230
|
catch (e_38_1) { e_38 = { error: e_38_1 }; }
|
|
2219
2231
|
finally {
|
|
2220
2232
|
try {
|
|
2221
|
-
if (
|
|
2233
|
+
if (Ot_1_1 && !Ot_1_1.done && (_15 = Ot_1.return)) _15.call(Ot_1);
|
|
2222
2234
|
}
|
|
2223
2235
|
finally { if (e_38) throw e_38.error; }
|
|
2224
2236
|
}
|
|
2225
|
-
var
|
|
2226
|
-
var
|
|
2227
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2228
|
-
var
|
|
2237
|
+
var Rt = { __proto__: null, simplePixelShader: { name: At, shader: Ft } };
|
|
2238
|
+
var Mt = "simpleVertexShader", Nt = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2239
|
+
i.ShaderStore.ShadersStoreWGSL[Mt] || (i.ShaderStore.ShadersStoreWGSL[Mt] = Nt);
|
|
2240
|
+
var yt = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL];
|
|
2229
2241
|
try {
|
|
2230
|
-
for (var
|
|
2231
|
-
var
|
|
2232
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2242
|
+
for (var yt_1 = __values(yt), yt_1_1 = yt_1.next(); !yt_1_1.done; yt_1_1 = yt_1.next()) {
|
|
2243
|
+
var e_127 = yt_1_1.value;
|
|
2244
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_127.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_127.name] = e_127.shader);
|
|
2233
2245
|
}
|
|
2234
2246
|
}
|
|
2235
2247
|
catch (e_39_1) { e_39 = { error: e_39_1 }; }
|
|
2236
2248
|
finally {
|
|
2237
2249
|
try {
|
|
2238
|
-
if (
|
|
2250
|
+
if (yt_1_1 && !yt_1_1.done && (_16 = yt_1.return)) _16.call(yt_1);
|
|
2239
2251
|
}
|
|
2240
2252
|
finally { if (e_39) throw e_39.error; }
|
|
2241
2253
|
}
|
|
2242
|
-
var
|
|
2243
|
-
var
|
|
2244
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2245
|
-
var
|
|
2254
|
+
var Vt = { __proto__: null, simpleVertexShaderWGSL: { name: Mt, shader: Nt } };
|
|
2255
|
+
var Ut = "simplePixelShader", wt = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
2256
|
+
i.ShaderStore.ShadersStoreWGSL[Ut] || (i.ShaderStore.ShadersStoreWGSL[Ut] = wt);
|
|
2257
|
+
var Gt = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
2246
2258
|
try {
|
|
2247
|
-
for (var
|
|
2248
|
-
var
|
|
2249
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2259
|
+
for (var Gt_1 = __values(Gt), Gt_1_1 = Gt_1.next(); !Gt_1_1.done; Gt_1_1 = Gt_1.next()) {
|
|
2260
|
+
var e_128 = Gt_1_1.value;
|
|
2261
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_128.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_128.name] = e_128.shader);
|
|
2250
2262
|
}
|
|
2251
2263
|
}
|
|
2252
2264
|
catch (e_40_1) { e_40 = { error: e_40_1 }; }
|
|
2253
2265
|
finally {
|
|
2254
2266
|
try {
|
|
2255
|
-
if (
|
|
2267
|
+
if (Gt_1_1 && !Gt_1_1.done && (_17 = Gt_1.return)) _17.call(Gt_1);
|
|
2256
2268
|
}
|
|
2257
2269
|
finally { if (e_40) throw e_40.error; }
|
|
2258
2270
|
}
|
|
2259
|
-
var
|
|
2260
|
-
var
|
|
2261
|
-
i.ShaderStore.ShadersStore[
|
|
2262
|
-
var
|
|
2271
|
+
var Wt = { __proto__: null, simplePixelShaderWGSL: { name: Ut, shader: wt } };
|
|
2272
|
+
var Bt = "skyVertexShader", zt = "precision highp float;attribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\nuniform mat4 world;uniform mat4 view;uniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\ngl_Position=viewProjection*world*vec4(position,1.0);vec4 worldPos=world*vec4(position,1.0);vPositionW=vec3(worldPos);\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2273
|
+
i.ShaderStore.ShadersStore[Bt] || (i.ShaderStore.ShadersStore[Bt] = zt);
|
|
2274
|
+
var Ht = [i.logDepthDeclaration, i.clipPlaneVertexDeclaration, i.fogVertexDeclaration, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex];
|
|
2263
2275
|
try {
|
|
2264
|
-
for (var
|
|
2265
|
-
var
|
|
2266
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2276
|
+
for (var Ht_1 = __values(Ht), Ht_1_1 = Ht_1.next(); !Ht_1_1.done; Ht_1_1 = Ht_1.next()) {
|
|
2277
|
+
var e_129 = Ht_1_1.value;
|
|
2278
|
+
i.ShaderStore.IncludesShadersStore[e_129.name] || (i.ShaderStore.IncludesShadersStore[e_129.name] = e_129.shader);
|
|
2267
2279
|
}
|
|
2268
2280
|
}
|
|
2269
2281
|
catch (e_41_1) { e_41 = { error: e_41_1 }; }
|
|
2270
2282
|
finally {
|
|
2271
2283
|
try {
|
|
2272
|
-
if (
|
|
2284
|
+
if (Ht_1_1 && !Ht_1_1.done && (_18 = Ht_1.return)) _18.call(Ht_1);
|
|
2273
2285
|
}
|
|
2274
2286
|
finally { if (e_41) throw e_41.error; }
|
|
2275
2287
|
}
|
|
2276
|
-
var
|
|
2277
|
-
var
|
|
2278
|
-
i.ShaderStore.ShadersStore[
|
|
2279
|
-
var
|
|
2288
|
+
var kt = { __proto__: null, skyVertexShader: { name: Bt, shader: zt } };
|
|
2289
|
+
var Xt = "skyPixelShader", jt = "precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;uniform float cloudiness;\n#ifdef SKY_RAW_HDR_OUTPUT\nuniform float maxColorValue;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;const float CLOUD_TAU_MAX=15.0;const float CLOUD_G=0.5;const float CLOUD_G_BACK=-0.5;const float CLOUD_BACK_WEIGHT=0.2;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat cloudPhase(float cosTheta,float gForward)\n{return mix(hgPhase(cosTheta,gForward),hgPhase(cosTheta,CLOUD_G_BACK),CLOUD_BACK_WEIGHT);}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundiskTerm;if (cloudiness>0.0) {float cloudTau=cloudiness*CLOUD_TAU_MAX;float cloudT=exp(-cloudTau);float cloudG=CLOUD_G*cloudT;float omegaSun=2.0*pi*(1.0-sunAngularDiameterCos);float sharpDisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);sundiskTerm=cloudT*sharpDisk+(1.0-cloudT)*omegaSun*cloudPhase(cosTheta,cloudG);} else {sundiskTerm=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);}\nL0+=(sunE*19000.0*Fex)*sundiskTerm;vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;\n#ifdef SKY_RAW_HDR_OUTPUT\nvec3 retColor=texColor*luminance;\n#else\nvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance;float fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);float ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;\n#endif\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\n#endif\n#ifdef SKY_RAW_HDR_OUTPUT\nvec4 color=vec4(clamp(retColor.rgb,0.0,maxColorValue),alpha);\n#else\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#ifndef SKY_RAW_HDR_OUTPUT\n#include<imageProcessingCompatibility>\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2290
|
+
i.ShaderStore.ShadersStore[Xt] || (i.ShaderStore.ShadersStore[Xt] = jt);
|
|
2291
|
+
var Yt = [i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.helperFunctions, i.clipPlaneFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2280
2292
|
try {
|
|
2281
|
-
for (var
|
|
2282
|
-
var
|
|
2283
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2293
|
+
for (var Yt_1 = __values(Yt), Yt_1_1 = Yt_1.next(); !Yt_1_1.done; Yt_1_1 = Yt_1.next()) {
|
|
2294
|
+
var e_130 = Yt_1_1.value;
|
|
2295
|
+
i.ShaderStore.IncludesShadersStore[e_130.name] || (i.ShaderStore.IncludesShadersStore[e_130.name] = e_130.shader);
|
|
2284
2296
|
}
|
|
2285
2297
|
}
|
|
2286
2298
|
catch (e_42_1) { e_42 = { error: e_42_1 }; }
|
|
2287
2299
|
finally {
|
|
2288
2300
|
try {
|
|
2289
|
-
if (
|
|
2301
|
+
if (Yt_1_1 && !Yt_1_1.done && (_19 = Yt_1.return)) _19.call(Yt_1);
|
|
2290
2302
|
}
|
|
2291
2303
|
finally { if (e_42) throw e_42.error; }
|
|
2292
2304
|
}
|
|
2293
|
-
var Zt = { __proto__: null, skyPixelShader: { name:
|
|
2294
|
-
var
|
|
2295
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2296
|
-
var
|
|
2305
|
+
var Zt = { __proto__: null, skyPixelShader: { name: Xt, shader: jt } };
|
|
2306
|
+
var Kt = "skyVertexShader", qt = "attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\nuniform world: mat4x4f;uniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=uniforms.viewProjection*uniforms.world* vec4f(vertexInputs.position,1.0);var worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2307
|
+
i.ShaderStore.ShadersStoreWGSL[Kt] || (i.ShaderStore.ShadersStoreWGSL[Kt] = qt);
|
|
2308
|
+
var Qt = [i.logDepthDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.fogVertexDeclarationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL];
|
|
2297
2309
|
try {
|
|
2298
|
-
for (var
|
|
2299
|
-
var
|
|
2300
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2310
|
+
for (var Qt_1 = __values(Qt), Qt_1_1 = Qt_1.next(); !Qt_1_1.done; Qt_1_1 = Qt_1.next()) {
|
|
2311
|
+
var e_131 = Qt_1_1.value;
|
|
2312
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_131.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_131.name] = e_131.shader);
|
|
2301
2313
|
}
|
|
2302
2314
|
}
|
|
2303
2315
|
catch (e_43_1) { e_43 = { error: e_43_1 }; }
|
|
2304
2316
|
finally {
|
|
2305
2317
|
try {
|
|
2306
|
-
if (
|
|
2318
|
+
if (Qt_1_1 && !Qt_1_1.done && (_20 = Qt_1.return)) _20.call(Qt_1);
|
|
2307
2319
|
}
|
|
2308
2320
|
finally { if (e_43) throw e_43.error; }
|
|
2309
2321
|
}
|
|
2310
|
-
var
|
|
2311
|
-
var
|
|
2312
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2313
|
-
var
|
|
2322
|
+
var Jt = { __proto__: null, skyVertexShaderWGSL: { name: Kt, shader: qt } };
|
|
2323
|
+
var $t = "skyPixelShader", en = "varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;uniform cloudiness: f32;\n#ifdef SKY_RAW_HDR_OUTPUT\nuniform maxColorValue: f32;\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;const CLOUD_TAU_MAX: f32=15.0;const CLOUD_G: f32=0.5;const CLOUD_G_BACK: f32=-0.5;const CLOUD_BACK_WEIGHT: f32=0.2;fn totalRayleigh(lambdaIn: vec3f)->vec3f\n{return (8.0*pow(pi,3.0)*pow(pow(cn,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*cN*pow(lambdaIn, vec3f(4.0))*(6.0-7.0*pn));}\nfn simplifiedRayleigh()->vec3f\n{return vec3f(0.0005)/ vec3f(94,40,18);}\nfn rayleighPhase(cosTheta: f32)->f32\n{return (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nfn totalMie(lambdaIn: vec3f,KIn: vec3f,T: f32)->vec3f\n{var c: f32=(0.2*T)*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambdaIn, vec3f(cv-2.0))*KIn;}\nfn hgPhase(cosTheta: f32,g: f32)->f32\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfn cloudPhase(cosTheta: f32,gForward: f32)->f32\n{return mix(hgPhase(cosTheta,gForward),hgPhase(cosTheta,CLOUD_G_BACK),CLOUD_BACK_WEIGHT);}\nfn sunIntensity(zenithAngleCos: f32)->f32\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nconst A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const EEE: f32=0.02;const F: f32=0.30;const W: f32=1000.0;fn Uncharted2Tonemap(x: vec3f)->vec3f\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n* Sky Color\n*/\nvar sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var sundiskTerm: f32=0.0;if (uniforms.cloudiness>0.0) {var cloudTau: f32=uniforms.cloudiness*CLOUD_TAU_MAX;var cloudT: f32=exp(-cloudTau);var cloudG: f32=CLOUD_G*cloudT;var omegaSun: f32=2.0*pi*(1.0-sunAngularDiameterCos);var sharpDisk: f32=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);sundiskTerm=cloudT*sharpDisk+(1.0-cloudT)*omegaSun*cloudPhase(cosTheta,cloudG);} else {sundiskTerm=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);}\nL0=L0+(sunE*19000.0*Fex)*sundiskTerm;var texColor: vec3f=(Lin+L0);texColor=texColor*0.04;texColor=texColor+ vec3f(0.0,0.001,0.0025)*0.3;\n#ifdef SKY_RAW_HDR_OUTPUT\nvar retColor: vec3f=texColor*uniforms.luminance;\n#else\nvar whiteScale: vec3f=1.0/Uncharted2Tonemap( vec3f(W));var g_fMaxLuminance: f32=1.0;var fLumScaled: f32=0.1/uniforms.luminance;var fLumCompressed: f32=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);var ExposureBias: f32=fLumCompressed;var curr: vec3f=Uncharted2Tonemap((log2(2.0/pow(uniforms.luminance,4.0)))*texColor);var retColor: vec3f=curr*whiteScale;\n#endif\nvar alpha: f32=1.0;\n#ifdef VERTEXCOLOR\nretColor=retColor.rgb*fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#if DITHER\nretColor=retColor.rgb+dither(fragmentInputs.position.xy,0.5);\n#endif\n#ifdef SKY_RAW_HDR_OUTPUT\nvar color: vec4f= vec4f(clamp(retColor.rgb, vec3f(0.0), vec3f(uniforms.maxColorValue)),alpha);\n#else\nvar color: vec4f=clamp( vec4f(retColor.rgb,alpha), vec4f(0.0), vec4f(1.0));\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#ifndef SKY_RAW_HDR_OUTPUT\n#include<imageProcessingCompatibility>\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2324
|
+
i.ShaderStore.ShadersStoreWGSL[$t] || (i.ShaderStore.ShadersStoreWGSL[$t] = en);
|
|
2325
|
+
var tn = [i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.helperFunctionsWGSL, i.clipPlaneFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
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|
2314
2326
|
try {
|
|
2315
|
-
for (var
|
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2316
|
-
var
|
|
2317
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2327
|
+
for (var tn_1 = __values(tn), tn_1_1 = tn_1.next(); !tn_1_1.done; tn_1_1 = tn_1.next()) {
|
|
2328
|
+
var e_132 = tn_1_1.value;
|
|
2329
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_132.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_132.name] = e_132.shader);
|
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2318
2330
|
}
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2319
2331
|
}
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2320
2332
|
catch (e_44_1) { e_44 = { error: e_44_1 }; }
|
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2321
2333
|
finally {
|
|
2322
2334
|
try {
|
|
2323
|
-
if (
|
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2335
|
+
if (tn_1_1 && !tn_1_1.done && (_21 = tn_1.return)) _21.call(tn_1);
|
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2324
2336
|
}
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2325
2337
|
finally { if (e_44) throw e_44.error; }
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2326
2338
|
}
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2327
|
-
var
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2328
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-
var
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2329
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-
i.ShaderStore.ShadersStore[
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2330
|
-
var
|
|
2339
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+
var nn = { __proto__: null, skyPixelShaderWGSL: { name: $t, shader: en } };
|
|
2340
|
+
var rn = "terrainVertexShader", an = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2341
|
+
i.ShaderStore.ShadersStore[rn] || (i.ShaderStore.ShadersStore[rn] = an);
|
|
2342
|
+
var sn = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.logDepthDeclaration, i.clipPlaneVertexDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing];
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|
2331
2343
|
try {
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|
2332
|
-
for (var
|
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2333
|
-
var
|
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2334
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2344
|
+
for (var sn_1 = __values(sn), sn_1_1 = sn_1.next(); !sn_1_1.done; sn_1_1 = sn_1.next()) {
|
|
2345
|
+
var e_133 = sn_1_1.value;
|
|
2346
|
+
i.ShaderStore.IncludesShadersStore[e_133.name] || (i.ShaderStore.IncludesShadersStore[e_133.name] = e_133.shader);
|
|
2335
2347
|
}
|
|
2336
2348
|
}
|
|
2337
2349
|
catch (e_45_1) { e_45 = { error: e_45_1 }; }
|
|
2338
2350
|
finally {
|
|
2339
2351
|
try {
|
|
2340
|
-
if (
|
|
2352
|
+
if (sn_1_1 && !sn_1_1.done && (_22 = sn_1.return)) _22.call(sn_1);
|
|
2341
2353
|
}
|
|
2342
2354
|
finally { if (e_45) throw e_45.error; }
|
|
2343
2355
|
}
|
|
2344
|
-
var
|
|
2345
|
-
var
|
|
2346
|
-
i.ShaderStore.ShadersStore[
|
|
2347
|
-
var
|
|
2356
|
+
var on = { __proto__: null, terrainVertexShader: { name: rn, shader: an } };
|
|
2357
|
+
var fn = "terrainPixelShader", ln = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D textureSampler;uniform vec2 vTextureInfos;uniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;uniform sampler2D bump2Sampler;uniform sampler2D bump3Sampler;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3(tangent*invmax,binormal*invmax,normal);}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{vec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;vec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;vec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;bump1Color.rgb*=mixColor.r;bump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);vec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);map=map*255./127.-128./127.;mat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);return normalize(TBN*map);}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);diffuse1Color.rgb*=baseColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);baseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2358
|
+
i.ShaderStore.ShadersStore[fn] || (i.ShaderStore.ShadersStore[fn] = ln);
|
|
2359
|
+
var un = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2348
2360
|
try {
|
|
2349
|
-
for (var
|
|
2350
|
-
var
|
|
2351
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2361
|
+
for (var un_1 = __values(un), un_1_1 = un_1.next(); !un_1_1.done; un_1_1 = un_1.next()) {
|
|
2362
|
+
var e_134 = un_1_1.value;
|
|
2363
|
+
i.ShaderStore.IncludesShadersStore[e_134.name] || (i.ShaderStore.IncludesShadersStore[e_134.name] = e_134.shader);
|
|
2352
2364
|
}
|
|
2353
2365
|
}
|
|
2354
2366
|
catch (e_46_1) { e_46 = { error: e_46_1 }; }
|
|
2355
2367
|
finally {
|
|
2356
2368
|
try {
|
|
2357
|
-
if (
|
|
2369
|
+
if (un_1_1 && !un_1_1.done && (_23 = un_1.return)) _23.call(un_1);
|
|
2358
2370
|
}
|
|
2359
2371
|
finally { if (e_46) throw e_46.error; }
|
|
2360
2372
|
}
|
|
2361
|
-
var
|
|
2362
|
-
var
|
|
2363
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2364
|
-
var
|
|
2373
|
+
var dn = { __proto__: null, terrainPixelShader: { name: fn, shader: ln } };
|
|
2374
|
+
var cn = "terrainVertexShader", hn = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2375
|
+
i.ShaderStore.ShadersStoreWGSL[cn] || (i.ShaderStore.ShadersStoreWGSL[cn] = hn);
|
|
2376
|
+
var mn = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.logDepthDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL];
|
|
2365
2377
|
try {
|
|
2366
|
-
for (var
|
|
2367
|
-
var
|
|
2368
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2378
|
+
for (var mn_1 = __values(mn), mn_1_1 = mn_1.next(); !mn_1_1.done; mn_1_1 = mn_1.next()) {
|
|
2379
|
+
var e_135 = mn_1_1.value;
|
|
2380
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_135.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_135.name] = e_135.shader);
|
|
2369
2381
|
}
|
|
2370
2382
|
}
|
|
2371
2383
|
catch (e_47_1) { e_47 = { error: e_47_1 }; }
|
|
2372
2384
|
finally {
|
|
2373
2385
|
try {
|
|
2374
|
-
if (
|
|
2386
|
+
if (mn_1_1 && !mn_1_1.done && (_24 = mn_1.return)) _24.call(mn_1);
|
|
2375
2387
|
}
|
|
2376
2388
|
finally { if (e_47) throw e_47.error; }
|
|
2377
2389
|
}
|
|
2378
|
-
var
|
|
2379
|
-
var
|
|
2380
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2381
|
-
var
|
|
2390
|
+
var vn = { __proto__: null, terrainVertexShaderWGSL: { name: cn, shader: hn } };
|
|
2391
|
+
var gn = "terrainPixelShader", pn = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform vTextureInfos: vec2f;var diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;\n#endif\n#ifdef BUMP\nvar bump1SamplerSampler: sampler;var bump1Sampler: texture_2d<f32>;var bump2SamplerSampler: sampler;var bump2Sampler: texture_2d<f32>;var bump3SamplerSampler: sampler;var bump3Sampler: texture_2d<f32>;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var binormal: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;var invmax: f32=inverseSqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3x3f(tangent*invmax,binormal*invmax,normal);}\nfn perturbNormal(viewDir: vec3f,mixColor: vec3f)->vec3f\n{var bump1Color: vec3f=textureSample(bump1Sampler,bump1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos).xyz;var bump2Color: vec3f=textureSample(bump2Sampler,bump2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos).xyz;var bump3Color: vec3f=textureSample(bump3Sampler,bump3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos).xyz;bump1Color=bump1Color.rgb*mixColor.r;bump2Color=mix(bump1Color.rgb,bump2Color.rgb,vec3f(mixColor.g));var map: vec3f=mix(bump2Color.rgb,bump3Color.rgb,vec3f(mixColor.b));map=map*255./127.-128./127.;var TBN: mat3x3f=cotangent_frame(fragmentInputs.vNormalW*uniforms.vTextureInfos.y,-viewDir,fragmentInputs.vTextureUV);return normalize(TBN*map);}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\nvar alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\nbaseColor=vec4f(baseColor.rgb*uniforms.vTextureInfos.y,baseColor.a);var diffuse1Color: vec4f=textureSample(diffuse1Sampler,diffuse1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos);var diffuse2Color: vec4f=textureSample(diffuse2Sampler,diffuse2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos);var diffuse3Color: vec4f=textureSample(diffuse3Sampler,diffuse3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos);diffuse1Color=vec4f(diffuse1Color.rgb*baseColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(baseColor.g)),diffuse2Color.a);baseColor=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(baseColor.b)),baseColor.a);\n#endif\n#endif\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*baseColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
2392
|
+
i.ShaderStore.ShadersStoreWGSL[gn] || (i.ShaderStore.ShadersStoreWGSL[gn] = pn);
|
|
2393
|
+
var Sn = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
2382
2394
|
try {
|
|
2383
|
-
for (var
|
|
2384
|
-
var
|
|
2385
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2395
|
+
for (var Sn_1 = __values(Sn), Sn_1_1 = Sn_1.next(); !Sn_1_1.done; Sn_1_1 = Sn_1.next()) {
|
|
2396
|
+
var e_136 = Sn_1_1.value;
|
|
2397
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_136.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_136.name] = e_136.shader);
|
|
2386
2398
|
}
|
|
2387
2399
|
}
|
|
2388
2400
|
catch (e_48_1) { e_48 = { error: e_48_1 }; }
|
|
2389
2401
|
finally {
|
|
2390
2402
|
try {
|
|
2391
|
-
if (
|
|
2403
|
+
if (Sn_1_1 && !Sn_1_1.done && (_25 = Sn_1.return)) _25.call(Sn_1);
|
|
2392
2404
|
}
|
|
2393
2405
|
finally { if (e_48) throw e_48.error; }
|
|
2394
2406
|
}
|
|
2395
|
-
var
|
|
2396
|
-
var
|
|
2397
|
-
i.ShaderStore.ShadersStore[
|
|
2398
|
-
var
|
|
2407
|
+
var xn = { __proto__: null, terrainPixelShaderWGSL: { name: gn, shader: pn } };
|
|
2408
|
+
var Tn = "triplanarVertexShader", _n = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\n#endif\nuniform float tileSize;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\n#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\n#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\n#endif\n#ifdef NORMAL\nvec3 xtan=vec3(0,0,1);vec3 xbin=vec3(0,1,0);vec3 ytan=vec3(1,0,0);vec3 ybin=vec3(0,0,1);vec3 ztan=vec3(1,0,0);vec3 zbin=vec3(0,1,0);vec3 normalizedNormal=normalize(normal);normalizedNormal*=normalizedNormal;vec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);vec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);mat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nworldTangent=normalize((normalWorld*worldTangent).xyz);worldBinormal=normalize((normalWorld*worldBinormal).xyz);vec3 worldNormal=normalize((normalWorld*normalize(normal)).xyz);tangentSpace[0]=worldTangent;tangentSpace[1]=worldBinormal;tangentSpace[2]=worldNormal;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2409
|
+
i.ShaderStore.ShadersStore[Tn] || (i.ShaderStore.ShadersStore[Tn] = _n);
|
|
2410
|
+
var Cn = [i.helperFunctions, i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.logDepthDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.logDepthVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing];
|
|
2399
2411
|
try {
|
|
2400
|
-
for (var
|
|
2401
|
-
var
|
|
2402
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2412
|
+
for (var Cn_1 = __values(Cn), Cn_1_1 = Cn_1.next(); !Cn_1_1.done; Cn_1_1 = Cn_1.next()) {
|
|
2413
|
+
var e_137 = Cn_1_1.value;
|
|
2414
|
+
i.ShaderStore.IncludesShadersStore[e_137.name] || (i.ShaderStore.IncludesShadersStore[e_137.name] = e_137.shader);
|
|
2403
2415
|
}
|
|
2404
2416
|
}
|
|
2405
2417
|
catch (e_49_1) { e_49 = { error: e_49_1 }; }
|
|
2406
2418
|
finally {
|
|
2407
2419
|
try {
|
|
2408
|
-
if (
|
|
2420
|
+
if (Cn_1_1 && !Cn_1_1.done && (_26 = Cn_1.return)) _26.call(Cn_1);
|
|
2409
2421
|
}
|
|
2410
2422
|
finally { if (e_49) throw e_49.error; }
|
|
2411
2423
|
}
|
|
2412
|
-
var
|
|
2413
|
-
var
|
|
2414
|
-
i.ShaderStore.ShadersStore[
|
|
2415
|
-
var
|
|
2424
|
+
var En = { __proto__: null, triplanarVertexShader: { name: Tn, shader: _n } };
|
|
2425
|
+
var Ln = "triplanarPixelShader", Pn = "precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;uniform sampler2D diffuseSamplerX;\n#ifdef BUMPX\nuniform sampler2D normalSamplerX;\n#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;uniform sampler2D diffuseSamplerY;\n#ifdef BUMPY\nuniform sampler2D normalSamplerY;\n#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;uniform sampler2D diffuseSamplerZ;\n#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\n#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(0.,0.,0.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=tangentSpace[2];\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec4 baseNormal=vec4(0.0,0.0,0.0,1.0);normalW*=normalW;\n#ifdef DIFFUSEX\nbaseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;\n#ifdef BUMPX\nbaseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;\n#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;\n#ifdef BUMPY\nbaseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;\n#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;\n#ifdef BUMPZ\nbaseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;\n#endif\n#endif\n#ifdef NORMAL\nnormalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2426
|
+
i.ShaderStore.ShadersStore[Ln] || (i.ShaderStore.ShadersStore[Ln] = Pn);
|
|
2427
|
+
var In = [i.helperFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.logDepthDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.depthPrePass, i.lightFragment, i.logDepthFragment, i.fogFragment, i.imageProcessingCompatibility];
|
|
2416
2428
|
try {
|
|
2417
|
-
for (var
|
|
2418
|
-
var
|
|
2419
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2429
|
+
for (var In_1 = __values(In), In_1_1 = In_1.next(); !In_1_1.done; In_1_1 = In_1.next()) {
|
|
2430
|
+
var e_138 = In_1_1.value;
|
|
2431
|
+
i.ShaderStore.IncludesShadersStore[e_138.name] || (i.ShaderStore.IncludesShadersStore[e_138.name] = e_138.shader);
|
|
2420
2432
|
}
|
|
2421
2433
|
}
|
|
2422
2434
|
catch (e_50_1) { e_50 = { error: e_50_1 }; }
|
|
2423
2435
|
finally {
|
|
2424
2436
|
try {
|
|
2425
|
-
if (
|
|
2437
|
+
if (In_1_1 && !In_1_1.done && (_27 = In_1.return)) _27.call(In_1);
|
|
2426
2438
|
}
|
|
2427
2439
|
finally { if (e_50) throw e_50.error; }
|
|
2428
2440
|
}
|
|
2429
|
-
var
|
|
2430
|
-
var
|
|
2431
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2432
|
-
var
|
|
2441
|
+
var Dn = { __proto__: null, triplanarPixelShader: { name: Ln, shader: Pn } };
|
|
2442
|
+
var bn = "triplanarVertexShader", An = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSEX\nvarying vTextureUVX: vec2f;\n#endif\n#ifdef DIFFUSEY\nvarying vTextureUVY: vec2f;\n#endif\n#ifdef DIFFUSEZ\nvarying vTextureUVZ: vec2f;\n#endif\nuniform tileSize: f32;\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying tangentSpace0: vec3f;varying tangentSpace1: vec3f;varying tangentSpace2: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs\n{\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef DIFFUSEX\nvertexOutputs.vTextureUVX=worldPos.zy/uniforms.tileSize;\n#endif\n#ifdef DIFFUSEY\nvertexOutputs.vTextureUVY=worldPos.xz/uniforms.tileSize;\n#endif\n#ifdef DIFFUSEZ\nvertexOutputs.vTextureUVZ=worldPos.xy/uniforms.tileSize;\n#endif\n#ifdef NORMAL\nvar xtan: vec3f= vec3f(0,0,1);var xbin: vec3f= vec3f(0,1,0);var ytan: vec3f= vec3f(1,0,0);var ybin: vec3f= vec3f(0,0,1);var ztan: vec3f= vec3f(1,0,0);var zbin: vec3f= vec3f(0,1,0);var normalizedNormal: vec3f=normalize(vertexInputs.normal);normalizedNormal=normalizedNormal*normalizedNormal;var worldBinormal: vec3f=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);var worldTangent: vec3f=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nworldTangent=normalize((normalWorld*worldTangent).xyz);worldBinormal=normalize((normalWorld*worldBinormal).xyz);var worldNormal: vec3f=normalize((normalWorld*normalize(vertexInputs.normal)).xyz);vertexOutputs.tangentSpace0=worldTangent;vertexOutputs.tangentSpace1=worldBinormal;vertexOutputs.tangentSpace2=worldNormal;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2443
|
+
i.ShaderStore.ShadersStoreWGSL[bn] || (i.ShaderStore.ShadersStoreWGSL[bn] = An);
|
|
2444
|
+
var Fn = [i.helperFunctionsWGSL, i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.logDepthVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL];
|
|
2433
2445
|
try {
|
|
2434
|
-
for (var
|
|
2435
|
-
var
|
|
2436
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2446
|
+
for (var Fn_1 = __values(Fn), Fn_1_1 = Fn_1.next(); !Fn_1_1.done; Fn_1_1 = Fn_1.next()) {
|
|
2447
|
+
var e_139 = Fn_1_1.value;
|
|
2448
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_139.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_139.name] = e_139.shader);
|
|
2437
2449
|
}
|
|
2438
2450
|
}
|
|
2439
2451
|
catch (e_51_1) { e_51 = { error: e_51_1 }; }
|
|
2440
2452
|
finally {
|
|
2441
2453
|
try {
|
|
2442
|
-
if (
|
|
2454
|
+
if (Fn_1_1 && !Fn_1_1.done && (_28 = Fn_1.return)) _28.call(Fn_1);
|
|
2443
2455
|
}
|
|
2444
2456
|
finally { if (e_51) throw e_51.error; }
|
|
2445
2457
|
}
|
|
2446
|
-
var
|
|
2447
|
-
var
|
|
2448
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2449
|
-
var
|
|
2458
|
+
var On = { __proto__: null, triplanarVertexShaderWGSL: { name: bn, shader: An } };
|
|
2459
|
+
var Rn = "triplanarPixelShader", Mn = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSEX\nvarying vTextureUVX: vec2f;var diffuseSamplerXSampler: sampler;var diffuseSamplerX: texture_2d<f32>;\n#ifdef BUMPX\nvar normalSamplerXSampler: sampler;var normalSamplerX: texture_2d<f32>;\n#endif\n#endif\n#ifdef DIFFUSEY\nvarying vTextureUVY: vec2f;var diffuseSamplerYSampler: sampler;var diffuseSamplerY: texture_2d<f32>;\n#ifdef BUMPY\nvar normalSamplerYSampler: sampler;var normalSamplerY: texture_2d<f32>;\n#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vTextureUVZ: vec2f;var diffuseSamplerZSampler: sampler;var diffuseSamplerZ: texture_2d<f32>;\n#ifdef BUMPZ\nvar normalSamplerZSampler: sampler;var normalSamplerZ: texture_2d<f32>;\n#endif\n#endif\n#ifdef NORMAL\nvarying tangentSpace0: vec3f;varying tangentSpace1: vec3f;varying tangentSpace2: vec3f;\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(0.,0.,0.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=fragmentInputs.tangentSpace2;\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar baseNormal: vec4f= vec4f(0.0,0.0,0.0,1.0);normalW=normalW*normalW;\n#ifdef DIFFUSEX\nbaseColor=baseColor+textureSample(diffuseSamplerX,diffuseSamplerXSampler,fragmentInputs.vTextureUVX)*normalW.x;\n#ifdef BUMPX\nbaseNormal=baseNormal+textureSample(normalSamplerX,normalSamplerXSampler,fragmentInputs.vTextureUVX)*normalW.x;\n#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor=baseColor+textureSample(diffuseSamplerY,diffuseSamplerYSampler,fragmentInputs.vTextureUVY)*normalW.y;\n#ifdef BUMPY\nbaseNormal=baseNormal+textureSample(normalSamplerY,normalSamplerYSampler,fragmentInputs.vTextureUVY)*normalW.y;\n#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor=baseColor+textureSample(diffuseSamplerZ,diffuseSamplerZSampler,fragmentInputs.vTextureUVZ)*normalW.z;\n#ifdef BUMPZ\nbaseNormal=baseNormal+textureSample(normalSamplerZ,normalSamplerZSampler,fragmentInputs.vTextureUVZ)*normalW.z;\n#endif\n#endif\n#ifdef NORMAL\nvar tangentSpace: mat3x3f=mat3x3f(fragmentInputs.tangentSpace0,fragmentInputs.tangentSpace1,fragmentInputs.tangentSpace2);normalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n";
|
|
2460
|
+
i.ShaderStore.ShadersStoreWGSL[Rn] || (i.ShaderStore.ShadersStoreWGSL[Rn] = Mn);
|
|
2461
|
+
var Nn = [i.helperFunctionsWGSL, i.lightUboDeclarationWGSL, i.logDepthDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.depthPrePassWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL, i.imageProcessingCompatibilityWGSL];
|
|
2450
2462
|
try {
|
|
2451
|
-
for (var
|
|
2452
|
-
var
|
|
2453
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2463
|
+
for (var Nn_1 = __values(Nn), Nn_1_1 = Nn_1.next(); !Nn_1_1.done; Nn_1_1 = Nn_1.next()) {
|
|
2464
|
+
var e_140 = Nn_1_1.value;
|
|
2465
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_140.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_140.name] = e_140.shader);
|
|
2454
2466
|
}
|
|
2455
2467
|
}
|
|
2456
2468
|
catch (e_52_1) { e_52 = { error: e_52_1 }; }
|
|
2457
2469
|
finally {
|
|
2458
2470
|
try {
|
|
2459
|
-
if (
|
|
2471
|
+
if (Nn_1_1 && !Nn_1_1.done && (_29 = Nn_1.return)) _29.call(Nn_1);
|
|
2460
2472
|
}
|
|
2461
2473
|
finally { if (e_52) throw e_52.error; }
|
|
2462
2474
|
}
|
|
2463
|
-
var
|
|
2464
|
-
var
|
|
2465
|
-
i.ShaderStore.ShadersStore[
|
|
2466
|
-
var
|
|
2475
|
+
var yn = { __proto__: null, triplanarPixelShaderWGSL: { name: Rn, shader: Mn } };
|
|
2476
|
+
var Vn = "waterVertexShader", Un = "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;uniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 reflectionViewProjection;uniform vec2 windDirection;uniform float waveLength;uniform float time;uniform float windForce;uniform float waveHeight;uniform float waveSpeed;uniform float waveCount;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\n{vNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{vNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\n#ifdef USE_WORLD_COORDINATES\nvec3 p=worldPos.xyz;\n#else\nvec3 p=position;\n#endif\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);p.y+=abs(newY);\n#ifdef USE_WORLD_COORDINATES\ngl_Position=viewProjection*vec4(p,1.0);\n#else\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#endif\n#ifdef REFLECTION\nvRefractionMapTexCoord.x=0.5*(gl_Position.w+gl_Position.x);vRefractionMapTexCoord.y=0.5*(gl_Position.w+gl_Position.y);vRefractionMapTexCoord.z=gl_Position.w;worldPos=reflectionViewProjection*finalWorld*vec4(position,1.0);vReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);vReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);vReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2477
|
+
i.ShaderStore.ShadersStore[Vn] || (i.ShaderStore.ShadersStore[Vn] = Un);
|
|
2478
|
+
var wn = [i.bonesDeclaration, i.bakedVertexAnimationDeclaration, i.instancesDeclaration, i.clipPlaneVertexDeclaration, i.fogVertexDeclaration, i.lightFragmentDeclaration, i.lightUboDeclaration, i.logDepthDeclaration, i.instancesVertex, i.bonesVertex, i.bakedVertexAnimation, i.clipPlaneVertex, i.fogVertex, i.shadowsVertex, i.vertexColorMixing, i.logDepthVertex];
|
|
2467
2479
|
try {
|
|
2468
|
-
for (var
|
|
2469
|
-
var
|
|
2470
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2480
|
+
for (var wn_1 = __values(wn), wn_1_1 = wn_1.next(); !wn_1_1.done; wn_1_1 = wn_1.next()) {
|
|
2481
|
+
var e_141 = wn_1_1.value;
|
|
2482
|
+
i.ShaderStore.IncludesShadersStore[e_141.name] || (i.ShaderStore.IncludesShadersStore[e_141.name] = e_141.shader);
|
|
2471
2483
|
}
|
|
2472
2484
|
}
|
|
2473
2485
|
catch (e_53_1) { e_53 = { error: e_53_1 }; }
|
|
2474
2486
|
finally {
|
|
2475
2487
|
try {
|
|
2476
|
-
if (
|
|
2488
|
+
if (wn_1_1 && !wn_1_1.done && (_30 = wn_1.return)) _30.call(wn_1);
|
|
2477
2489
|
}
|
|
2478
2490
|
finally { if (e_53) throw e_53.error; }
|
|
2479
2491
|
}
|
|
2480
|
-
var
|
|
2481
|
-
var
|
|
2482
|
-
i.ShaderStore.ShadersStore[
|
|
2483
|
-
var
|
|
2492
|
+
var Gn = { __proto__: null, waterVertexShader: { name: Vn, shader: Un } };
|
|
2493
|
+
var Wn = "waterPixelShader", Bn = "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform sampler2D normalSampler;uniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;uniform sampler2D reflectionSampler;const float LOG2=1.442695;uniform vec3 cameraPosition;uniform vec4 waterColor;uniform float colorBlendFactor;uniform vec4 waterColor2;uniform float colorBlendFactor2;uniform float bumpHeight;uniform float time;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);vec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);float fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);float IfresnelTerm=1.0-fresnelTerm;refractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else \n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation;vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);float fresnelTerm=max(dot(viewDirectionW,upVector),0.0);vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2494
|
+
i.ShaderStore.ShadersStore[Wn] || (i.ShaderStore.ShadersStore[Wn] = Bn);
|
|
2495
|
+
var zn = [i.helperFunctions, i.imageProcessingDeclaration, i.imageProcessingFunctions, i.lightFragmentDeclaration, i.lightUboDeclaration, i.lightsFragmentFunctions, i.shadowsFragmentFunctions, i.clipPlaneFragmentDeclaration, i.logDepthDeclaration, i.fogFragmentDeclaration, i.clipPlaneFragment, i.lightFragment, i.logDepthFragment, i.fogFragment];
|
|
2484
2496
|
try {
|
|
2485
|
-
for (var
|
|
2486
|
-
var
|
|
2487
|
-
i.ShaderStore.IncludesShadersStore[
|
|
2497
|
+
for (var zn_1 = __values(zn), zn_1_1 = zn_1.next(); !zn_1_1.done; zn_1_1 = zn_1.next()) {
|
|
2498
|
+
var e_142 = zn_1_1.value;
|
|
2499
|
+
i.ShaderStore.IncludesShadersStore[e_142.name] || (i.ShaderStore.IncludesShadersStore[e_142.name] = e_142.shader);
|
|
2488
2500
|
}
|
|
2489
2501
|
}
|
|
2490
2502
|
catch (e_54_1) { e_54 = { error: e_54_1 }; }
|
|
2491
2503
|
finally {
|
|
2492
2504
|
try {
|
|
2493
|
-
if (
|
|
2505
|
+
if (zn_1_1 && !zn_1_1.done && (_31 = zn_1.return)) _31.call(zn_1);
|
|
2494
2506
|
}
|
|
2495
2507
|
finally { if (e_54) throw e_54.error; }
|
|
2496
2508
|
}
|
|
2497
|
-
var
|
|
2498
|
-
var
|
|
2499
|
-
i.ShaderStore.ShadersStoreWGSL[
|
|
2500
|
-
var
|
|
2509
|
+
var Hn = { __proto__: null, waterPixelShader: { name: Wn, shader: Bn } };
|
|
2510
|
+
var kn = "waterVertexShader", Xn = "attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef BUMP\nvarying vNormalUV: vec2f;\n#ifdef BUMPSUPERIMPOSE\nvarying vNormalUV2: vec2f;\n#endif\nuniform normalMatrix: mat4x4f;uniform vNormalInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform reflectionViewProjection: mat4x4f;uniform windDirection: vec2f;uniform waveLength: f32;uniform time: f32;uniform windForce: f32;uniform waveHeight: f32;uniform waveSpeed: f32;uniform waveCount: f32;varying vRefractionMapTexCoord: vec3f;varying vReflectionMapTexCoord: vec3f;\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef BUMP\nif (uniforms.vNormalInfos.x==0.)\n{vertexOutputs.vNormalUV=(uniforms.normalMatrix* vec4f((uv*1.0)/uniforms.waveLength+uniforms.time*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#ifdef BUMPSUPERIMPOSE\nvertexOutputs.vNormalUV2=(uniforms.normalMatrix* vec4f((uv*0.721)/uniforms.waveLength+uniforms.time*1.2*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#endif\n}\nelse\n{vertexOutputs.vNormalUV=(uniforms.normalMatrix* vec4f((uv2*1.0)/uniforms.waveLength+uniforms.time*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#ifdef BUMPSUPERIMPOSE\nvertexOutputs.vNormalUV2=(uniforms.normalMatrix* vec4f((uv2*0.721)/uniforms.waveLength+uniforms.time*1.2*uniforms.windForce*uniforms.windDirection,1.0,0.0)).xy;\n#endif\n}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\nvar finalWaveCount: f32=1.0/(uniforms.waveCount*0.5);\n#ifdef USE_WORLD_COORDINATES\nvar p: vec3f=worldPos.xyz;\n#else\nvar p: vec3f=vertexInputs.position;\n#endif\nvar newY: f32=(sin(((p.x/finalWaveCount)+uniforms.time*uniforms.waveSpeed))*uniforms.waveHeight*uniforms.windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+uniforms.time*uniforms.waveSpeed))*uniforms.waveHeight*uniforms.windDirection.y*5.0);p.y=p.y+abs(newY);\n#ifdef USE_WORLD_COORDINATES\nvertexOutputs.position=uniforms.viewProjection* vec4f(p,1.0);\n#else\nvertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(p,1.0);\n#endif\n#ifdef REFLECTION\nvertexOutputs.vRefractionMapTexCoord=vec3f(\n0.5*(vertexOutputs.position.w+vertexOutputs.position.x),\n0.5*(vertexOutputs.position.w+vertexOutputs.position.y),\nvertexOutputs.position.w\n);worldPos=uniforms.reflectionViewProjection*finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.vReflectionMapTexCoord=vec3f(\n0.5*(worldPos.w+worldPos.x),\n0.5*(worldPos.w+worldPos.y),\nworldPos.w\n);\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
2511
|
+
i.ShaderStore.ShadersStoreWGSL[kn] || (i.ShaderStore.ShadersStoreWGSL[kn] = Xn);
|
|
2512
|
+
var jn = [i.bonesDeclarationWGSL, i.bakedVertexAnimationDeclarationWGSL, i.instancesDeclarationWGSL, i.clipPlaneVertexDeclarationWGSL, i.fogVertexDeclarationWGSL, i.lightVxFragmentDeclarationWGSL, i.lightVxUboDeclarationWGSL, i.logDepthDeclarationWGSL, i.instancesVertexWGSL, i.bonesVertexWGSL, i.bakedVertexAnimationWGSL, i.clipPlaneVertexWGSL, i.fogVertexWGSL, i.shadowsVertexWGSL, i.vertexColorMixingWGSL, i.logDepthVertexWGSL];
|
|
2501
2513
|
try {
|
|
2502
|
-
for (var
|
|
2503
|
-
var
|
|
2504
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2514
|
+
for (var jn_1 = __values(jn), jn_1_1 = jn_1.next(); !jn_1_1.done; jn_1_1 = jn_1.next()) {
|
|
2515
|
+
var e_143 = jn_1_1.value;
|
|
2516
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_143.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_143.name] = e_143.shader);
|
|
2505
2517
|
}
|
|
2506
2518
|
}
|
|
2507
2519
|
catch (e_55_1) { e_55 = { error: e_55_1 }; }
|
|
2508
2520
|
finally {
|
|
2509
2521
|
try {
|
|
2510
|
-
if (
|
|
2522
|
+
if (jn_1_1 && !jn_1_1.done && (_32 = jn_1.return)) _32.call(jn_1);
|
|
2511
2523
|
}
|
|
2512
2524
|
finally { if (e_55) throw e_55.error; }
|
|
2513
2525
|
}
|
|
2514
|
-
var
|
|
2515
|
-
var Zn = "waterPixelShader",
|
|
2516
|
-
i.ShaderStore.ShadersStoreWGSL[Zn] || (i.ShaderStore.ShadersStoreWGSL[Zn] =
|
|
2517
|
-
var
|
|
2526
|
+
var Yn = { __proto__: null, waterVertexShaderWGSL: { name: kn, shader: Xn } };
|
|
2527
|
+
var Zn = "waterPixelShader", Kn = "uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vNormalUV: vec2f;\n#ifdef BUMPSUPERIMPOSE\nvarying vNormalUV2: vec2f;\n#endif\nvar normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;uniform vNormalInfos: vec2f;\n#endif\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;const LOG2: f32=1.442695;uniform cameraPosition: vec3f;uniform waterColor: vec4f;uniform colorBlendFactor: f32;uniform waterColor2: vec4f;uniform colorBlendFactor2: f32;uniform bumpHeight: f32;uniform time: f32;varying vRefractionMapTexCoord: vec3f;varying vReflectionMapTexCoord: vec3f;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*textureSample(normalSampler,normalSamplerSampler,fragmentInputs.vNormalUV)+0.4*textureSample(normalSampler,normalSamplerSampler, vec2f(fragmentInputs.vNormalUV2.x,fragmentInputs.vNormalUV2.y));\n#else\nbaseColor=textureSample(normalSampler,normalSamplerSampler,fragmentInputs.vNormalUV);\n#endif\nvar bumpColor: vec3f=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\nbaseColor=vec4f(baseColor.rgb*uniforms.vNormalInfos.y,baseColor.a);\n#else\nvar bumpColor: vec3f= vec3f(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar perturbation: vec2f=uniforms.bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW+ vec3f(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}\n#else\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#endif\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);var perturbation: vec2f=uniforms.bumpHeight*( vec2f(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvar projectedRefractionTexCoords: vec2f=clamp(fragmentInputs.vRefractionMapTexCoord.xy/fragmentInputs.vRefractionMapTexCoord.z+perturbation*0.5, vec2f(0.0), vec2f(1.0));var refractiveColor: vec4f=textureSample(refractionSampler,refractionSamplerSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor=vec4f(toGammaSpace(refractiveColor.rgb),refractiveColor.a);\n#endif\nvar projectedReflectionTexCoords: vec2f= vec2f(\nfragmentInputs.vReflectionMapTexCoord.x/fragmentInputs.vReflectionMapTexCoord.z+perturbation.x*0.3,\nfragmentInputs.vReflectionMapTexCoord.y/fragmentInputs.vReflectionMapTexCoord.z+perturbation.y\n);var reflectiveColor: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor=vec4f(toGammaSpace(reflectiveColor.rgb),reflectiveColor.a);\n#endif\nvar upVector: vec3f= vec3f(0.0,1.0,0.0);var fresnelTerm: f32=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);var IfresnelTerm: f32=1.0-fresnelTerm;refractiveColor=uniforms.colorBlendFactor*uniforms.waterColor+(1.0-uniforms.colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*uniforms.colorBlendFactor2*uniforms.waterColor+(1.0-uniforms.colorBlendFactor2*IfresnelTerm)*reflectiveColor;var combinedColor: vec4f=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvar finalDiffuse: vec3f=clamp(baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#else \n#ifdef REFLECTION\nvar projectedRefractionTexCoords: vec2f=clamp(fragmentInputs.vRefractionMapTexCoord.xy/fragmentInputs.vRefractionMapTexCoord.z+perturbation, vec2f(0.0), vec2f(1.0));var refractiveColor: vec4f=textureSample(refractionSampler,refractionSamplerSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor=vec4f(toGammaSpace(refractiveColor.rgb),refractiveColor.a);\n#endif\nvar projectedReflectionTexCoords: vec2f=fragmentInputs.vReflectionMapTexCoord.xy/fragmentInputs.vReflectionMapTexCoord.z+perturbation;var reflectiveColor: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor=vec4f(toGammaSpace(reflectiveColor.rgb),reflectiveColor.a);\n#endif\nvar upVector: vec3f= vec3f(0.0,1.0,0.0);var fresnelTerm: f32=max(dot(viewDirectionW,upVector),0.0);var combinedColor: vec4f=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=uniforms.colorBlendFactor*uniforms.waterColor+(1.0-uniforms.colorBlendFactor)*combinedColor;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularBase: vec3f= vec3f(0.,0.,0.);var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvar finalDiffuse: vec3f=clamp(baseColor.rgb,vec3f(0.0),vec3f(1.0));\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#endif\nvar color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#elif defined(IMAGEPROCESSING)\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
2528
|
+
i.ShaderStore.ShadersStoreWGSL[Zn] || (i.ShaderStore.ShadersStoreWGSL[Zn] = Kn);
|
|
2529
|
+
var qn = [i.helperFunctionsWGSL, i.imageProcessingDeclarationWGSL, i.imageProcessingFunctionsWGSL, i.lightUboDeclarationWGSL, i.lightsFragmentFunctionsWGSL, i.shadowsFragmentFunctionsWGSL, i.clipPlaneFragmentDeclarationWGSL, i.logDepthDeclarationWGSL, i.fogFragmentDeclarationWGSL, i.clipPlaneFragmentWGSL, i.lightFragmentWGSL, i.logDepthFragmentWGSL, i.fogFragmentWGSL];
|
|
2518
2530
|
try {
|
|
2519
|
-
for (var
|
|
2520
|
-
var
|
|
2521
|
-
i.ShaderStore.IncludesShadersStoreWGSL[
|
|
2531
|
+
for (var qn_1 = __values(qn), qn_1_1 = qn_1.next(); !qn_1_1.done; qn_1_1 = qn_1.next()) {
|
|
2532
|
+
var e_144 = qn_1_1.value;
|
|
2533
|
+
i.ShaderStore.IncludesShadersStoreWGSL[e_144.name] || (i.ShaderStore.IncludesShadersStoreWGSL[e_144.name] = e_144.shader);
|
|
2522
2534
|
}
|
|
2523
2535
|
}
|
|
2524
2536
|
catch (e_56_1) { e_56 = { error: e_56_1 }; }
|
|
2525
2537
|
finally {
|
|
2526
2538
|
try {
|
|
2527
|
-
if (
|
|
2539
|
+
if (qn_1_1 && !qn_1_1.done && (_33 = qn_1.return)) _33.call(qn_1);
|
|
2528
2540
|
}
|
|
2529
2541
|
finally { if (e_56) throw e_56.error; }
|
|
2530
2542
|
}
|
|
2531
|
-
var
|
|
2532
|
-
e.CellMaterial = o, e.CustomMaterial = u, e.CustomShaderStructure = f, e.FireMaterial = v, e.FurMaterial = p, e.GradientMaterial = x, e.GridMaterial = _, e.LavaMaterial = E, e.MixMaterial = P, e.NormalMaterial = D, e.PBRCustomMaterial = h, e.ShaderAlbedoParts = d, e.ShaderAlebdoParts = c, e.ShaderSpecialParts = l, e.ShadowOnlyMaterial = A, e.SimpleMaterial = O, e.SkyMaterial =
|
|
2543
|
+
var Qn = { __proto__: null, waterPixelShaderWGSL: { name: Zn, shader: Kn } };
|
|
2544
|
+
e.CellMaterial = o, e.CustomMaterial = u, e.CustomShaderStructure = f, e.FireMaterial = v, e.FurMaterial = p, e.GradientMaterial = x, e.GridMaterial = _, e.LavaMaterial = E, e.MixMaterial = P, e.NormalMaterial = D, e.PBRCustomMaterial = h, e.ShaderAlbedoParts = d, e.ShaderAlebdoParts = c, e.ShaderSpecialParts = l, e.ShadowOnlyMaterial = A, e.SimpleMaterial = O, e.SkyMaterial = N, e.TerrainMaterial = V, e.TriPlanarMaterial = w, e.WaterMaterial = W, e._MaxColorValueForRenderTarget = M;
|
|
2533
2545
|
});
|