UNPKG

@babylonjs/viewer

Version:

The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.

222 lines (213 loc) 7.96 kB
import { S as ShaderStore } from './index-MZPybX0H.esm.js'; // Do not edit. const name$6 = "uvAttributeDeclaration"; const shader$6 = `#if defined(UV{X}) && !defined(USE_VERTEX_PULLING) attribute uv{X}: vec2f; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$6]) { ShaderStore.IncludesShadersStoreWGSL[name$6] = shader$6; } /** @internal */ const uvAttributeDeclarationWGSL = { name: name$6, shader: shader$6 }; // Do not edit. const name$5 = "prePassVertexDeclaration"; const shader$5 = `#ifdef PREPASS #ifdef PREPASS_LOCAL_POSITION varying vPosition : vec3f; #endif #ifdef PREPASS_DEPTH varying vViewPos: vec3f; #endif #ifdef PREPASS_NORMALIZED_VIEW_DEPTH varying vNormViewDepth: f32; #endif #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$5]) { ShaderStore.IncludesShadersStoreWGSL[name$5] = shader$5; } /** @internal */ const prePassVertexDeclarationWGSL = { name: name$5, shader: shader$5 }; // Do not edit. const name$4 = "samplerVertexDeclaration"; const shader$4 = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0 varying v_VARYINGNAME_UV: vec2f; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$4]) { ShaderStore.IncludesShadersStoreWGSL[name$4] = shader$4; } /** @internal */ const samplerVertexDeclarationWGSL = { name: name$4, shader: shader$4 }; // Do not edit. const name$3 = "vertexPullingVertex"; const shader$3 = `#ifdef USE_VERTEX_PULLING let vpVertexIndex: u32=vp_readVertexIndex(vertexInputs.vertexIndex);positionUpdated=vp_readPosition(uniforms.vp_position_info,vpVertexIndex); #ifdef NORMAL normalUpdated=vp_readNormal(uniforms.vp_normal_info,vpVertexIndex); #endif #ifdef TANGENT tangentUpdated=vp_readTangent(uniforms.vp_tangent_info,vpVertexIndex); #endif #ifdef UV1 uvUpdated=vp_readUV(uniforms.vp_uv_info,vpVertexIndex); #endif #ifdef UV2 uv2Updated=vp_readUV2(uniforms.vp_uv2_info,vpVertexIndex); #endif #ifdef UV3 var uv3Updated: vec2f=vp_readUV3(uniforms.vp_uv3_info,vpVertexIndex); #endif #ifdef UV4 var uv4Updated: vec2f=vp_readUV4(uniforms.vp_uv4_info,vpVertexIndex); #endif #ifdef UV5 var uv5Updated: vec2f=vp_readUV5(uniforms.vp_uv5_info,vpVertexIndex); #endif #ifdef UV6 var uv6Updated: vec2f=vp_readUV6(uniforms.vp_uv6_info,vpVertexIndex); #endif #ifdef VERTEXCOLOR colorUpdated=vp_readColor(uniforms.vp_color_info,vpVertexIndex); #endif #ifdef MORPHTARGETS let vp_basePosition: vec3f=positionUpdated; #ifdef NORMAL let vp_baseNormal: vec3f=normalUpdated; #endif #ifdef TANGENT let vp_baseTangent: vec4f=tangentUpdated; #endif #ifdef UV1 let vp_baseUV: vec2f=uvUpdated; #endif #ifdef UV2 let vp_baseUV2: vec2f=uv2Updated; #endif #ifdef VERTEXCOLOR let vp_baseColor: vec4f=colorUpdated; #endif #endif #if NUM_BONE_INFLUENCERS>0 var vp_matricesIndices: vec4f=vp_readBoneIndices(uniforms.vp_matricesIndices_info,vpVertexIndex);var vp_matricesWeights: vec4f=vp_readBoneWeights(uniforms.vp_matricesWeights_info,vpVertexIndex); #if NUM_BONE_INFLUENCERS>4 var vp_matricesIndicesExtra: vec4f=vp_readBoneIndicesExtra(uniforms.vp_matricesIndicesExtra_info,vpVertexIndex);var vp_matricesWeightsExtra: vec4f=vp_readBoneWeightsExtra(uniforms.vp_matricesWeightsExtra_info,vpVertexIndex); #endif #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$3]) { ShaderStore.IncludesShadersStoreWGSL[name$3] = shader$3; } /** @internal */ const vertexPullingVertexWGSL = { name: name$3, shader: shader$3 }; // Do not edit. const name$2 = "prePassVertex"; const shader$2 = `#ifdef PREPASS_DEPTH vertexOutputs.vViewPos=(scene.view*worldPos).rgb; #endif #ifdef PREPASS_NORMALIZED_VIEW_DEPTH vertexOutputs.vNormViewDepth=((scene.view*worldPos).z-uniforms.cameraInfo.x)/(uniforms.cameraInfo.y-uniforms.cameraInfo.x); #endif #ifdef PREPASS_LOCAL_POSITION vertexOutputs.vPosition=positionUpdated.xyz; #endif #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED) vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos; #if NUM_BONE_INFLUENCERS>0 var previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0]; #if NUM_BONE_INFLUENCERS>1 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1]; #endif #if NUM_BONE_INFLUENCERS>2 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2]; #endif #if NUM_BONE_INFLUENCERS>3 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3]; #endif #if NUM_BONE_INFLUENCERS>4 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0]; #endif #if NUM_BONE_INFLUENCERS>5 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1]; #endif #if NUM_BONE_INFLUENCERS>6 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2]; #endif #if NUM_BONE_INFLUENCERS>7 previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3]; #endif vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0); #else vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0); #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$2]) { ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2; } /** @internal */ const prePassVertexWGSL = { name: name$2, shader: shader$2 }; // Do not edit. const name$1 = "uvVariableDeclaration"; const shader$1 = `#ifdef MAINUV{X} #if !defined(UV{X}) var uv{X}: vec2f=vec2f(0.,0.); #elif defined(USE_VERTEX_PULLING) var uv{X}: vec2f=uv{X}Updated; #else var uv{X}: vec2f=vertexInputs.uv{X}; #endif vertexOutputs.vMainUV{X}=uv{X}; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$1]) { ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1; } /** @internal */ const uvVariableDeclarationWGSL = { name: name$1, shader: shader$1 }; // Do not edit. const name = "samplerVertexImplementation"; const shader = `#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0 if (uniforms.v_INFONAME_==0.) {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;} #ifdef UV2 else if (uniforms.v_INFONAME_==1.) {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;} #endif #ifdef UV3 else if (uniforms.v_INFONAME_==2.) {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;} #endif #ifdef UV4 else if (uniforms.v_INFONAME_==3.) {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;} #endif #ifdef UV5 else if (uniforms.v_INFONAME_==4.) {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;} #endif #ifdef UV6 else if (uniforms.v_INFONAME_==5.) {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;} #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ const samplerVertexImplementationWGSL = { name, shader }; export { prePassVertexWGSL as a, uvVariableDeclarationWGSL as b, samplerVertexImplementationWGSL as c, prePassVertexDeclarationWGSL as p, samplerVertexDeclarationWGSL as s, uvAttributeDeclarationWGSL as u, vertexPullingVertexWGSL as v }; //# sourceMappingURL=samplerVertexImplementation-DHLJnHs8.esm.js.map