@babylonjs/core 5.22.1 → 5.24.0
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/Actions/abstractActionManager.d.ts +6 -6
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/actionManager.d.ts +5 -5
- package/Actions/actionManager.js +5 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.js +2 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +137 -139
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +6 -7
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +2 -1
- package/Audio/sound.js +21 -9
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.js +11 -5
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +2 -2
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +2 -2
- package/Culling/boundingBox.js +2 -2
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +20 -2
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +8 -10
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +2 -2
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/ICanvas.d.ts +11 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
- package/Engines/WebGL/webGLPipelineContext.js +99 -311
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Engines/engine.js +2 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +2 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -0
- package/Engines/renderTargetWrapper.js +5 -2
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +6 -5
- package/Engines/thinEngine.js +11 -7
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +4 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/clipboardEvents.d.ts +1 -1
- package/Events/clipboardEvents.js +1 -1
- package/Events/clipboardEvents.js.map +1 -1
- package/Events/deviceInputEvents.d.ts +11 -4
- package/Events/deviceInputEvents.js.map +1 -1
- package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
- package/Gamepads/Controllers/windowsMotionController.js +1 -1
- package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +4 -0
- package/Gizmos/boundingBoxGizmo.js +6 -0
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +3 -3
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -3
- package/Layers/glowLayer.js +2 -2
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +3 -3
- package/Layers/highlightLayer.js +2 -2
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +3 -3
- package/Lights/hemisphericLight.js +3 -3
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +2 -2
- package/Lights/light.js +2 -2
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +1 -1
- package/Lights/lightConstants.js +1 -1
- package/Lights/lightConstants.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +4 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +5 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +4 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
- package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.d.ts +1 -1
- package/Materials/Textures/colorGradingTexture.js +1 -1
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.d.ts +1 -1
- package/Materials/Textures/rawCubeTexture.js +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +3 -5
- package/Materials/Textures/renderTargetTexture.js +19 -19
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/colorCurves.d.ts +3 -3
- package/Materials/colorCurves.js +3 -3
- package/Materials/colorCurves.js.map +1 -1
- package/Materials/effect.d.ts +27 -27
- package/Materials/effect.js +22 -288
- package/Materials/effect.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +4 -4
- package/Materials/imageProcessingConfiguration.js +4 -4
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +25 -25
- package/Materials/shaderMaterial.js +25 -25
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +4 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.functions.d.ts +2 -2
- package/Maths/math.functions.js +2 -2
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.polar.d.ts +77 -0
- package/Maths/math.polar.js +114 -0
- package/Maths/math.polar.js.map +1 -0
- package/Maths/math.scalar.d.ts +2 -2
- package/Maths/math.scalar.js +2 -2
- package/Maths/math.scalar.js.map +1 -1
- package/Maths/math.vector.d.ts +13 -12
- package/Maths/math.vector.js +13 -12
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -1
- package/Meshes/abstractMesh.js +13 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -3
- package/Meshes/geometry.js +3 -3
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.d.ts +5 -4
- package/Meshes/groundMesh.js +5 -4
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +1 -1
- package/Meshes/instancedMesh.js +1 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +3 -3
- package/Meshes/mesh.js +7 -3
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.d.ts +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +1 -1
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +3 -3
- package/Misc/HighDynamicRange/hdr.js +3 -3
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/arrayTools.d.ts +13 -12
- package/Misc/arrayTools.js +70 -39
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/assetsManager.d.ts +3 -3
- package/Misc/assetsManager.js +3 -3
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/basis.js +17 -3
- package/Misc/basis.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +4 -4
- package/Misc/environmentTextureTools.js +5 -5
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.d.ts +3 -3
- package/Misc/fileTools.js +19 -12
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.js +1 -1
- package/Misc/logger.js.map +1 -1
- package/Misc/observable.d.ts +1 -1
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Misc/performanceMonitor.d.ts +3 -3
- package/Misc/performanceMonitor.js +3 -3
- package/Misc/performanceMonitor.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -1
- package/Misc/rgbdTextureTools.js +1 -1
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +7 -7
- package/Misc/sceneOptimizer.js +7 -7
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +6 -6
- package/Misc/stringDictionary.js +6 -6
- package/Misc/stringDictionary.js.map +1 -1
- package/Misc/textureTools.d.ts +4 -4
- package/Misc/textureTools.js +4 -4
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.d.ts +6 -6
- package/Misc/tools.js +6 -6
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -1
- package/Misc/videoRecorder.js +1 -1
- package/Misc/videoRecorder.js.map +1 -1
- package/Offline/database.js +3 -3
- package/Offline/database.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +1 -1
- package/Particles/particleSystem.js +1 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +4 -0
- package/Particles/solidParticleSystem.js +25 -3
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +1 -1
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/Plugins/oimoJSPlugin.js +1 -1
- package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
- package/Physics/physicsEngineComponent.d.ts +1 -1
- package/Physics/physicsEngineComponent.js +1 -1
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +3 -3
- package/PostProcesses/blurPostProcess.js +3 -3
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
- package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -0
- package/Rendering/depthPeelingRenderer.js +32 -5
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.d.ts +2 -2
- package/Rendering/edgesRenderer.js +1 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +4 -2
- package/Rendering/geometryBufferRenderer.js +5 -3
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
- package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +11 -3
- package/Rendering/prePassRenderer.js +18 -3
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.d.ts +2 -2
- package/Rendering/subSurfaceConfiguration.js +2 -2
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Sprites/spriteSceneComponent.js +4 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
- package/XR/features/WebXRControllerTeleportation.js +24 -19
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
- package/XR/motionController/webXRAbstractMotionController.js +2 -2
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRControllerComponent.d.ts +1 -1
- package/XR/motionController/webXRControllerComponent.js +1 -1
- package/XR/motionController/webXRControllerComponent.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
- package/XR/motionController/webXRMotionControllerManager.js +3 -3
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/node.d.ts +4 -4
- package/node.js +3 -3
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/readme.md +0 -4
- package/scene.d.ts +80 -63
- package/scene.js +92 -46
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +1 -1
- package/sceneComponent.js.map +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type Effect = import(\"../Materials/effect\").Effect;\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @hidden\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n DITHER: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreX = 0;\r\n\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreY = 0;\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringEnabled = false;\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this._ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n if (this._ditheringEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ditheringEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringIntensity = 1.0 / 255.0;\r\n /**\r\n * Gets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this._ditheringIntensity;\r\n }\r\n /**\r\n * Sets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n if (this._ditheringIntensity === value) {\r\n return;\r\n }\r\n\r\n this._ditheringIntensity = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE || defines.DITHER) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n if (defines.DITHER) {\r\n uniforms.push(\"ditherIntensity\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.DITHER = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = this.contrast !== 1.0;\r\n defines.EXPOSURE = this.exposure !== 1.0;\r\n defines.COLORCURVES = this.colorCurvesEnabled && !!this.colorCurves;\r\n defines.COLORGRADING = this.colorGradingEnabled && !!this.colorGradingTexture;\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.DITHER = this._ditheringEnabled;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING || defines.DITHER;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette and dither handled together due to common uniform.\r\n if (this._vignetteEnabled || this._ditheringEnabled) {\r\n const inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n const inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n if (this._ditheringEnabled) {\r\n effect.setFloat(\"ditherIntensity\", 0.5 * this._ditheringIntensity);\r\n }\r\n\r\n if (this._vignetteEnabled) {\r\n const aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : inverseHeight / inverseWidth;\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n\r\n const vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n const textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\r\n \"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type Effect = import(\"../Materials/effect\").Effect;\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @hidden\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n DITHER: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreX = 0;\r\n\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreY = 0;\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringEnabled = false;\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this._ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n if (this._ditheringEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ditheringEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringIntensity = 1.0 / 255.0;\r\n /**\r\n * Gets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this._ditheringIntensity;\r\n }\r\n /**\r\n * Sets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n if (this._ditheringIntensity === value) {\r\n return;\r\n }\r\n\r\n this._ditheringIntensity = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @returns \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE || defines.DITHER) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n if (defines.DITHER) {\r\n uniforms.push(\"ditherIntensity\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.DITHER = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = this.contrast !== 1.0;\r\n defines.EXPOSURE = this.exposure !== 1.0;\r\n defines.COLORCURVES = this.colorCurvesEnabled && !!this.colorCurves;\r\n defines.COLORGRADING = this.colorGradingEnabled && !!this.colorGradingTexture;\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.DITHER = this._ditheringEnabled;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING || defines.DITHER;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette and dither handled together due to common uniform.\r\n if (this._vignetteEnabled || this._ditheringEnabled) {\r\n const inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n const inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n if (this._ditheringEnabled) {\r\n effect.setFloat(\"ditherIntensity\", 0.5 * this._ditheringIntensity);\r\n }\r\n\r\n if (this._vignetteEnabled) {\r\n const aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : inverseHeight / inverseWidth;\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n\r\n const vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n const textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\r\n \"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @returns The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @returns a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @returns The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
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setQuaternionArray(name: string, value: Quaternion[]): ShaderMaterial;
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setMatrix(name: string, value: Matrix): ShaderMaterial;
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setMatrices(name: string, value: Matrix[]): ShaderMaterial;
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setMatrix3x3(name: string, value: Float32Array | Array<number>): ShaderMaterial;
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setMatrix2x2(name: string, value: Float32Array | Array<number>): ShaderMaterial;
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setArray2(name: string, value: number[]): ShaderMaterial;
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setArray3(name: string, value: number[]): ShaderMaterial;
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setArray4(name: string, value: number[]): ShaderMaterial;
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setUniformBuffer(name: string, buffer: UniformBuffer): ShaderMaterial;
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setTextureSampler(name: string, sampler: TextureSampler): ShaderMaterial;
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setStorageBuffer(name: string, buffer: StorageBuffer): ShaderMaterial;
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/**
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* Set a texture in the shader.
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* @param name Define the name of the uniform samplers as defined in the shader
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* @param texture Define the texture to bind to this sampler
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*/
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setTexture(name, texture) {
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if (this._options.samplers.indexOf(name) === -1) {
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* Set a texture array in the shader.
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* @param name Define the name of the uniform sampler array as defined in the shader
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* @param textures Define the list of textures to bind to this sampler
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*/
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setTextureArray(name, textures) {
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if (this._options.samplers.indexOf(name) === -1) {
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* Set an internal texture in the shader.
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* @param name Define the name of the uniform samplers as defined in the shader
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* @param texture Define the texture to bind to this sampler
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*/
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setExternalTexture(name, texture) {
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if (this._options.externalTextures.indexOf(name) === -1) {
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@@ -172,7 +172,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a float in the shader.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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*/
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setFloat(name, value) {
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this._checkUniform(name);
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@@ -183,7 +183,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a int in the shader.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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* @returns the material itself allowing "fluent" like uniform updates
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*/
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setInt(name, value) {
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this._checkUniform(name);
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@@ -194,7 +194,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set an array of floats in the shader.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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* @returns the material itself allowing "fluent" like uniform updates
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*/
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setFloats(name, value) {
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this._checkUniform(name);
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@@ -205,7 +205,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a vec3 in the shader from a Color3.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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* @returns the material itself allowing "fluent" like uniform updates
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*/
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setColor3(name, value) {
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this._checkUniform(name);
|
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@@ -216,7 +216,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a vec3 array in the shader from a Color3 array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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setColor3Array(name, value) {
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this._checkUniform(name);
|
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@@ -230,7 +230,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a vec4 in the shader from a Color4.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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* @returns the material itself allowing "fluent" like uniform updates
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*/
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setColor4(name, value) {
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this._checkUniform(name);
|
|
@@ -241,7 +241,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a vec4 array in the shader from a Color4 array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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* @
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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setColor4Array(name, value) {
|
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this._checkUniform(name);
|
|
@@ -255,7 +255,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a vec2 in the shader from a Vector2.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
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* @
|
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+
* @returns the material itself allowing "fluent" like uniform updates
|
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*/
|
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setVector2(name, value) {
|
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this._checkUniform(name);
|
|
@@ -266,7 +266,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a vec3 in the shader from a Vector3.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
-
* @
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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|
setVector3(name, value) {
|
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this._checkUniform(name);
|
|
@@ -277,7 +277,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a vec4 in the shader from a Vector4.
|
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
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* @
|
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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|
setVector4(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -288,7 +288,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a vec4 in the shader from a Quaternion.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
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|
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* @
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
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|
*/
|
|
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|
setQuaternion(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -299,7 +299,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a vec4 array in the shader from a Quaternion array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
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* @
|
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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|
setQuaternionArray(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -313,7 +313,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a mat4 in the shader from a Matrix.
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* @param name Define the name of the uniform as defined in the shader
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|
* @param value Define the value to give to the uniform
|
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|
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* @
|
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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|
setMatrix(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -324,7 +324,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a float32Array in the shader from a matrix array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
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* @
|
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
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|
setMatrices(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -340,7 +340,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a mat3 in the shader from a Float32Array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
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* @
|
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+
* @returns the material itself allowing "fluent" like uniform updates
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*/
|
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|
setMatrix3x3(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -351,7 +351,7 @@ export class ShaderMaterial extends PushMaterial {
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* Set a mat2 in the shader from a Float32Array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
|
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|
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* @
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
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|
*/
|
|
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356
|
setMatrix2x2(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -362,7 +362,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a vec2 array in the shader from a number array.
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* @param name Define the name of the uniform as defined in the shader
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* @param value Define the value to give to the uniform
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|
-
* @
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
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|
*/
|
|
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367
|
setArray2(name, value) {
|
|
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|
this._checkUniform(name);
|
|
@@ -373,7 +373,7 @@ export class ShaderMaterial extends PushMaterial {
|
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* Set a vec3 array in the shader from a number array.
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* @param name Define the name of the uniform as defined in the shader
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|
* @param value Define the value to give to the uniform
|
|
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|
-
* @
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
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|
*/
|
|
378
378
|
setArray3(name, value) {
|
|
379
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|
this._checkUniform(name);
|
|
@@ -384,7 +384,7 @@ export class ShaderMaterial extends PushMaterial {
|
|
|
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|
* Set a vec4 array in the shader from a number array.
|
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|
* @param name Define the name of the uniform as defined in the shader
|
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|
* @param value Define the value to give to the uniform
|
|
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|
-
* @
|
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
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|
*/
|
|
389
389
|
setArray4(name, value) {
|
|
390
390
|
this._checkUniform(name);
|
|
@@ -395,7 +395,7 @@ export class ShaderMaterial extends PushMaterial {
|
|
|
395
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|
* Set a uniform buffer in the shader
|
|
396
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|
* @param name Define the name of the uniform as defined in the shader
|
|
397
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|
* @param buffer Define the value to give to the uniform
|
|
398
|
-
* @
|
|
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|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
399
399
|
*/
|
|
400
400
|
setUniformBuffer(name, buffer) {
|
|
401
401
|
if (this._options.uniformBuffers.indexOf(name) === -1) {
|
|
@@ -408,7 +408,7 @@ export class ShaderMaterial extends PushMaterial {
|
|
|
408
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|
* Set a texture sampler in the shader
|
|
409
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|
* @param name Define the name of the uniform as defined in the shader
|
|
410
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|
* @param sampler Define the value to give to the uniform
|
|
411
|
-
* @
|
|
411
|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
412
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|
*/
|
|
413
413
|
setTextureSampler(name, sampler) {
|
|
414
414
|
if (this._options.samplerObjects.indexOf(name) === -1) {
|
|
@@ -421,7 +421,7 @@ export class ShaderMaterial extends PushMaterial {
|
|
|
421
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|
* Set a storage buffer in the shader
|
|
422
422
|
* @param name Define the name of the storage buffer as defined in the shader
|
|
423
423
|
* @param buffer Define the value to give to the uniform
|
|
424
|
-
* @
|
|
424
|
+
* @returns the material itself allowing "fluent" like uniform updates
|
|
425
425
|
*/
|
|
426
426
|
setStorageBuffer(name, buffer) {
|
|
427
427
|
if (this._options.storageBuffers.indexOf(name) === -1) {
|