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Allow fx files in addons (#16662)
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11 files changed

+17
-39
lines changed

11 files changed

+17
-39
lines changed

.gitignore

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@@ -19,6 +19,9 @@ src/[Ss]haders/**/*.ts
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*.compute.ts
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**/ShadersInclude/**/*.ts
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shaders/**/*.ts
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**/[Ss]haders/**/*.ts
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**/[Ss]hadersInclude/**/*.ts
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**/[Ss]hadersWGSL/**/*.ts
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jest-screenshot-report/
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junit.xml
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.env

.vscode/settings.json

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@@ -8,6 +8,7 @@
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"**/packages/dev/**/Shaders/**/*.ts": true,
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"**/packages/dev/**/shaders/**/*.ts": true,
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"**/packages/dev/**/ShadersWGSL/**/*.ts": true,
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"**/packages/dev/**/shadersWGSL/**/*.ts": true,
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"**/*.fragment.ts": true,
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"**/*.vertex.ts": true,
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"**/*.compute.ts": true

packages/dev/addons/src/msdfText/index.ts

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@@ -3,5 +3,7 @@ export * from "./fontAsset";
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export * from "./paragraphOptions";
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export * from "./textRenderer";
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export * from "./sdf/index";
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export * from "./webgl/index";
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export * from "./webgpu/index";
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export * from "./shaders/msdf.vertex";
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export * from "./shaders/msdf.fragment";
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export * from "./shadersWGSL/msdf.vertex";
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export * from "./shadersWGSL/msdf.fragment";

packages/dev/addons/src/msdfText/webgl/fragment.ts renamed to packages/dev/addons/src/msdfText/shaders/msdf.fragment.fx

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@@ -1,6 +1,3 @@
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/* eslint-disable @typescript-eslint/naming-convention */
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const name = "msdfFragmentShader";
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const shader = `
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#extension GL_OES_standard_derivatives : enable
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precision highp float;
@@ -37,7 +34,4 @@ void main(void)
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vec4 strokedFragColor = vec4(uStrokeColor.rgb, border * uStrokeColor.a);
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gl_FragColor = mix(filledFragColor, strokedFragColor, border);
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}`;
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/** @internal */
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export const msdfFragmentShader = { name, shader };
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}

packages/dev/addons/src/msdfText/webgl/vertex.ts renamed to packages/dev/addons/src/msdfText/shaders/msdf.vertex.fx

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@@ -1,6 +1,3 @@
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/* eslint-disable @typescript-eslint/naming-convention */
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const name = "msdfVertexShader";
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const shader = `
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#define BILLBOARD 1
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#define BILLBOARDSCREENPROJECTED 2
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@@ -37,7 +34,4 @@ void main(void) {
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gl_Position = projection * vec4(viewPos,1.0);
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}
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atlasUV = vec2(uvs.x + offsets.x * uvs.z, uvs.y + (1.0 - offsets.y) * uvs.w);
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}`;
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/** @internal */
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export const msdfVertexShader = { name, shader };
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}

packages/dev/addons/src/msdfText/webgpu/fragment.ts renamed to packages/dev/addons/src/msdfText/shadersWGSL/msdf.fragment.fx

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@@ -1,6 +1,3 @@
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/* eslint-disable @typescript-eslint/naming-convention */
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const name = "msdfFragmentShaderWGSL";
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const shader = `
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var fontAtlas: texture_2d<f32>;
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var fontAtlasSampler: sampler;
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uniform uColor: vec4f;
@@ -40,7 +37,4 @@ fn main(input: FragmentInputs) -> FragmentOutputs {
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let strokedFragColor = vec4<f32>(uniforms.uStrokeColor.rgb, border * uniforms.uStrokeColor.a);
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fragmentOutputs.color = mix(filledFragColor, strokedFragColor, border);
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}`;
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/** @internal */
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export const msdfFragmentShaderWGSL = { name, shader };
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}

packages/dev/addons/src/msdfText/webgpu/vertex.ts renamed to packages/dev/addons/src/msdfText/shadersWGSL/msdf.vertex.fx

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@@ -1,6 +1,3 @@
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/* eslint-disable @typescript-eslint/naming-convention */
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const name = "msdfVertexShaderWGSL";
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const shader = `
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#define BILLBOARD 1
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#define BILLBOARDSCREENPROJECTED 2
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@@ -40,7 +37,4 @@ fn main(input: VertexInputs) -> FragmentInputs {
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input.uvs.x + input.offsets.x * input.uvs.z,
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input.uvs.y + (1.0 - input.offsets.y) * input.uvs.w
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);
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}`;
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/** @internal */
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export const msdfVertexShaderWGSL = { name, shader };
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}

packages/dev/addons/src/msdfText/textRenderer.ts

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@@ -384,11 +384,11 @@ export class TextRenderer implements IDisposable {
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let fragment: string = "";
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if (engine.isWebGPU) {
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shaderLanguage = ShaderLanguage.WGSL;
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vertex = (await import("./webgpu/vertex")).msdfVertexShaderWGSL.shader;
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fragment = (await import("./webgpu/fragment")).msdfFragmentShaderWGSL.shader;
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vertex = (await import("./shadersWGSL/msdf.vertex")).msdfVertexShaderWGSL.shader;
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fragment = (await import("./shadersWGSL/msdf.fragment")).msdfPixelShaderWGSL.shader;
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} else {
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vertex = (await import("./webgl/vertex")).msdfVertexShader.shader;
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fragment = (await import("./webgl/fragment")).msdfFragmentShader.shader;
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vertex = (await import("./shaders/msdf.vertex")).msdfVertexShader.shader;
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fragment = (await import("./shaders/msdf.fragment")).msdfPixelShader.shader;
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}
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const textRenderer = new TextRenderer(engine, shaderLanguage, font);

packages/dev/addons/src/msdfText/webgl/index.ts

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packages/dev/addons/src/msdfText/webgpu/index.ts

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