@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.
Files changed (351) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/actionManager.d.ts +5 -5
  5. package/Actions/actionManager.js +5 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Animations/animatable.js +2 -1
  8. package/Animations/animatable.js.map +1 -1
  9. package/Animations/animation.js +137 -139
  10. package/Animations/animation.js.map +1 -1
  11. package/Animations/animationGroup.d.ts +3 -3
  12. package/Animations/animationGroup.js +3 -3
  13. package/Animations/animationGroup.js.map +1 -1
  14. package/Animations/runtimeAnimation.js +6 -7
  15. package/Animations/runtimeAnimation.js.map +1 -1
  16. package/Audio/audioSceneComponent.d.ts +1 -1
  17. package/Audio/audioSceneComponent.js.map +1 -1
  18. package/Audio/sound.d.ts +2 -1
  19. package/Audio/sound.js +21 -9
  20. package/Audio/sound.js.map +1 -1
  21. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  22. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  23. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  24. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  25. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  26. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  27. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  28. package/Behaviors/Cameras/framingBehavior.js +1 -1
  29. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  30. package/Bones/bone.d.ts +1 -1
  31. package/Bones/bone.js +1 -1
  32. package/Bones/bone.js.map +1 -1
  33. package/Bones/skeleton.d.ts +2 -2
  34. package/Bones/skeleton.js +11 -5
  35. package/Bones/skeleton.js.map +1 -1
  36. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  38. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  39. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  40. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
  41. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  42. package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
  43. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  44. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
  45. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  46. package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
  47. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  48. package/Cameras/arcRotateCamera.d.ts +1 -1
  49. package/Cameras/arcRotateCamera.js +1 -1
  50. package/Cameras/arcRotateCamera.js.map +1 -1
  51. package/Cameras/camera.d.ts +2 -2
  52. package/Cameras/camera.js +2 -2
  53. package/Cameras/camera.js.map +1 -1
  54. package/Cameras/freeCamera.d.ts +1 -1
  55. package/Cameras/freeCamera.js +1 -1
  56. package/Cameras/freeCamera.js.map +1 -1
  57. package/Cameras/gamepadCamera.d.ts +1 -1
  58. package/Cameras/gamepadCamera.js +1 -1
  59. package/Cameras/gamepadCamera.js.map +1 -1
  60. package/Cameras/targetCamera.d.ts +1 -1
  61. package/Cameras/targetCamera.js +1 -1
  62. package/Cameras/targetCamera.js.map +1 -1
  63. package/Cameras/touchCamera.d.ts +1 -1
  64. package/Cameras/touchCamera.js +1 -1
  65. package/Cameras/touchCamera.js.map +1 -1
  66. package/Cameras/universalCamera.d.ts +1 -1
  67. package/Cameras/universalCamera.js +1 -1
  68. package/Cameras/universalCamera.js.map +1 -1
  69. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  70. package/Cameras/virtualJoysticksCamera.js +1 -1
  71. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  72. package/Culling/boundingBox.d.ts +2 -2
  73. package/Culling/boundingBox.js +2 -2
  74. package/Culling/boundingBox.js.map +1 -1
  75. package/Culling/ray.d.ts +1 -1
  76. package/Culling/ray.js +1 -1
  77. package/Culling/ray.js.map +1 -1
  78. package/Debug/debugLayer.d.ts +1 -1
  79. package/Debug/debugLayer.js +1 -1
  80. package/Debug/debugLayer.js.map +1 -1
  81. package/DeviceInput/webDeviceInputSystem.js +20 -2
  82. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +8 -10
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.query.d.ts +2 -2
  86. package/Engines/Extensions/engine.query.js.map +1 -1
  87. package/Engines/ICanvas.d.ts +11 -0
  88. package/Engines/ICanvas.js.map +1 -1
  89. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
  90. package/Engines/WebGL/webGLPipelineContext.js +99 -311
  91. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  92. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  93. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  94. package/Engines/engine.d.ts +2 -2
  95. package/Engines/engine.js +2 -2
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -2
  98. package/Engines/nativeEngine.js +2 -2
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/renderTargetWrapper.d.ts +1 -0
  101. package/Engines/renderTargetWrapper.js +5 -2
  102. package/Engines/renderTargetWrapper.js.map +1 -1
  103. package/Engines/thinEngine.d.ts +6 -5
  104. package/Engines/thinEngine.js +11 -7
  105. package/Engines/thinEngine.js.map +1 -1
  106. package/Engines/webgpuEngine.js +4 -1
  107. package/Engines/webgpuEngine.js.map +1 -1
  108. package/Events/clipboardEvents.d.ts +1 -1
  109. package/Events/clipboardEvents.js +1 -1
  110. package/Events/clipboardEvents.js.map +1 -1
  111. package/Events/deviceInputEvents.d.ts +11 -4
  112. package/Events/deviceInputEvents.js.map +1 -1
  113. package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
  114. package/Gamepads/Controllers/windowsMotionController.js +1 -1
  115. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  116. package/Gizmos/boundingBoxGizmo.d.ts +4 -0
  117. package/Gizmos/boundingBoxGizmo.js +6 -0
  118. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  119. package/Inputs/scene.inputManager.js +4 -4
  120. package/Inputs/scene.inputManager.js.map +1 -1
  121. package/Layers/effectLayer.d.ts +3 -3
  122. package/Layers/effectLayer.js +1 -1
  123. package/Layers/effectLayer.js.map +1 -1
  124. package/Layers/glowLayer.d.ts +3 -3
  125. package/Layers/glowLayer.js +2 -2
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +3 -3
  128. package/Layers/highlightLayer.js +2 -2
  129. package/Layers/highlightLayer.js.map +1 -1
  130. package/Lights/directionalLight.d.ts +2 -2
  131. package/Lights/directionalLight.js +2 -2
  132. package/Lights/directionalLight.js.map +1 -1
  133. package/Lights/hemisphericLight.d.ts +3 -3
  134. package/Lights/hemisphericLight.js +3 -3
  135. package/Lights/hemisphericLight.js.map +1 -1
  136. package/Lights/light.d.ts +2 -2
  137. package/Lights/light.js +2 -2
  138. package/Lights/light.js.map +1 -1
  139. package/Lights/lightConstants.d.ts +1 -1
  140. package/Lights/lightConstants.js +1 -1
  141. package/Lights/lightConstants.js.map +1 -1
  142. package/Loading/Plugins/babylonFileLoader.js +3 -0
  143. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  144. package/Loading/sceneLoader.d.ts +1 -1
  145. package/Loading/sceneLoader.js.map +1 -1
  146. package/Materials/Background/backgroundMaterial.js +4 -0
  147. package/Materials/Background/backgroundMaterial.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
  149. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  150. package/Materials/Node/nodeMaterial.d.ts +1 -1
  151. package/Materials/Node/nodeMaterial.js +5 -1
  152. package/Materials/Node/nodeMaterial.js.map +1 -1
  153. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  154. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  155. package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
  156. package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
  157. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  158. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  159. package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
  160. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  161. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
  162. package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
  163. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  164. package/Materials/Textures/colorGradingTexture.d.ts +1 -1
  165. package/Materials/Textures/colorGradingTexture.js +1 -1
  166. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  167. package/Materials/Textures/cubeTexture.d.ts +2 -2
  168. package/Materials/Textures/cubeTexture.js +2 -2
  169. package/Materials/Textures/cubeTexture.js.map +1 -1
  170. package/Materials/Textures/rawCubeTexture.d.ts +1 -1
  171. package/Materials/Textures/rawCubeTexture.js +1 -1
  172. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  173. package/Materials/Textures/renderTargetTexture.d.ts +3 -5
  174. package/Materials/Textures/renderTargetTexture.js +19 -19
  175. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  176. package/Materials/colorCurves.d.ts +3 -3
  177. package/Materials/colorCurves.js +3 -3
  178. package/Materials/colorCurves.js.map +1 -1
  179. package/Materials/effect.d.ts +27 -27
  180. package/Materials/effect.js +22 -288
  181. package/Materials/effect.js.map +1 -1
  182. package/Materials/fresnelParameters.d.ts +1 -1
  183. package/Materials/fresnelParameters.js +1 -1
  184. package/Materials/fresnelParameters.js.map +1 -1
  185. package/Materials/imageProcessingConfiguration.d.ts +4 -4
  186. package/Materials/imageProcessingConfiguration.js +4 -4
  187. package/Materials/imageProcessingConfiguration.js.map +1 -1
  188. package/Materials/shaderMaterial.d.ts +25 -25
  189. package/Materials/shaderMaterial.js +25 -25
  190. package/Materials/shaderMaterial.js.map +1 -1
  191. package/Materials/standardMaterial.js +4 -1
  192. package/Materials/standardMaterial.js.map +1 -1
  193. package/Maths/index.d.ts +1 -0
  194. package/Maths/index.js +1 -0
  195. package/Maths/index.js.map +1 -1
  196. package/Maths/math.functions.d.ts +2 -2
  197. package/Maths/math.functions.js +2 -2
  198. package/Maths/math.functions.js.map +1 -1
  199. package/Maths/math.polar.d.ts +77 -0
  200. package/Maths/math.polar.js +114 -0
  201. package/Maths/math.polar.js.map +1 -0
  202. package/Maths/math.scalar.d.ts +2 -2
  203. package/Maths/math.scalar.js +2 -2
  204. package/Maths/math.scalar.js.map +1 -1
  205. package/Maths/math.vector.d.ts +13 -12
  206. package/Maths/math.vector.js +13 -12
  207. package/Maths/math.vector.js.map +1 -1
  208. package/Meshes/abstractMesh.d.ts +1 -1
  209. package/Meshes/abstractMesh.js +13 -2
  210. package/Meshes/abstractMesh.js.map +1 -1
  211. package/Meshes/geometry.d.ts +3 -3
  212. package/Meshes/geometry.js +3 -3
  213. package/Meshes/geometry.js.map +1 -1
  214. package/Meshes/groundMesh.d.ts +5 -4
  215. package/Meshes/groundMesh.js +5 -4
  216. package/Meshes/groundMesh.js.map +1 -1
  217. package/Meshes/instancedMesh.d.ts +1 -1
  218. package/Meshes/instancedMesh.js +1 -1
  219. package/Meshes/instancedMesh.js.map +1 -1
  220. package/Meshes/mesh.d.ts +3 -3
  221. package/Meshes/mesh.js +7 -3
  222. package/Meshes/mesh.js.map +1 -1
  223. package/Meshes/subMesh.d.ts +1 -1
  224. package/Meshes/subMesh.js +1 -1
  225. package/Meshes/subMesh.js.map +1 -1
  226. package/Meshes/thinInstanceMesh.d.ts +1 -1
  227. package/Meshes/thinInstanceMesh.js.map +1 -1
  228. package/Meshes/transformNode.js +6 -0
  229. package/Meshes/transformNode.js.map +1 -1
  230. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
  231. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
  232. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  233. package/Misc/HighDynamicRange/hdr.d.ts +3 -3
  234. package/Misc/HighDynamicRange/hdr.js +3 -3
  235. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  236. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
  237. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  238. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  239. package/Misc/arrayTools.d.ts +13 -12
  240. package/Misc/arrayTools.js +70 -39
  241. package/Misc/arrayTools.js.map +1 -1
  242. package/Misc/assetsManager.d.ts +3 -3
  243. package/Misc/assetsManager.js +3 -3
  244. package/Misc/assetsManager.js.map +1 -1
  245. package/Misc/basis.js +17 -3
  246. package/Misc/basis.js.map +1 -1
  247. package/Misc/environmentTextureTools.d.ts +4 -4
  248. package/Misc/environmentTextureTools.js +5 -5
  249. package/Misc/environmentTextureTools.js.map +1 -1
  250. package/Misc/fileTools.d.ts +3 -3
  251. package/Misc/fileTools.js +19 -12
  252. package/Misc/fileTools.js.map +1 -1
  253. package/Misc/logger.js +1 -1
  254. package/Misc/logger.js.map +1 -1
  255. package/Misc/observable.d.ts +1 -1
  256. package/Misc/observable.js +1 -1
  257. package/Misc/observable.js.map +1 -1
  258. package/Misc/performanceMonitor.d.ts +3 -3
  259. package/Misc/performanceMonitor.js +3 -3
  260. package/Misc/performanceMonitor.js.map +1 -1
  261. package/Misc/rgbdTextureTools.d.ts +1 -1
  262. package/Misc/rgbdTextureTools.js +1 -1
  263. package/Misc/rgbdTextureTools.js.map +1 -1
  264. package/Misc/sceneOptimizer.d.ts +7 -7
  265. package/Misc/sceneOptimizer.js +7 -7
  266. package/Misc/sceneOptimizer.js.map +1 -1
  267. package/Misc/stringDictionary.d.ts +6 -6
  268. package/Misc/stringDictionary.js +6 -6
  269. package/Misc/stringDictionary.js.map +1 -1
  270. package/Misc/textureTools.d.ts +4 -4
  271. package/Misc/textureTools.js +4 -4
  272. package/Misc/textureTools.js.map +1 -1
  273. package/Misc/tools.d.ts +6 -6
  274. package/Misc/tools.js +6 -6
  275. package/Misc/tools.js.map +1 -1
  276. package/Misc/videoRecorder.d.ts +1 -1
  277. package/Misc/videoRecorder.js +1 -1
  278. package/Misc/videoRecorder.js.map +1 -1
  279. package/Offline/database.js +3 -3
  280. package/Offline/database.js.map +1 -1
  281. package/Particles/IParticleSystem.d.ts +1 -1
  282. package/Particles/IParticleSystem.js.map +1 -1
  283. package/Particles/gpuParticleSystem.d.ts +1 -1
  284. package/Particles/gpuParticleSystem.js +1 -1
  285. package/Particles/gpuParticleSystem.js.map +1 -1
  286. package/Particles/particleSystem.d.ts +1 -1
  287. package/Particles/particleSystem.js +1 -1
  288. package/Particles/particleSystem.js.map +1 -1
  289. package/Particles/solidParticleSystem.d.ts +4 -0
  290. package/Particles/solidParticleSystem.js +25 -3
  291. package/Particles/solidParticleSystem.js.map +1 -1
  292. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
  293. package/Physics/Plugins/ammoJSPlugin.js +1 -1
  294. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  295. package/Physics/Plugins/oimoJSPlugin.js +1 -1
  296. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  297. package/Physics/physicsEngineComponent.d.ts +1 -1
  298. package/Physics/physicsEngineComponent.js +1 -1
  299. package/Physics/physicsEngineComponent.js.map +1 -1
  300. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
  301. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  302. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
  303. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  304. package/PostProcesses/blurPostProcess.d.ts +3 -3
  305. package/PostProcesses/blurPostProcess.js +3 -3
  306. package/PostProcesses/blurPostProcess.js.map +1 -1
  307. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
  308. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
  309. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  310. package/Rendering/depthPeelingRenderer.d.ts +1 -0
  311. package/Rendering/depthPeelingRenderer.js +32 -5
  312. package/Rendering/depthPeelingRenderer.js.map +1 -1
  313. package/Rendering/edgesRenderer.d.ts +2 -2
  314. package/Rendering/edgesRenderer.js +1 -1
  315. package/Rendering/edgesRenderer.js.map +1 -1
  316. package/Rendering/geometryBufferRenderer.d.ts +4 -2
  317. package/Rendering/geometryBufferRenderer.js +5 -3
  318. package/Rendering/geometryBufferRenderer.js.map +1 -1
  319. package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
  320. package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
  321. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  322. package/Rendering/prePassRenderer.d.ts +11 -3
  323. package/Rendering/prePassRenderer.js +18 -3
  324. package/Rendering/prePassRenderer.js.map +1 -1
  325. package/Rendering/subSurfaceConfiguration.d.ts +2 -2
  326. package/Rendering/subSurfaceConfiguration.js +2 -2
  327. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  328. package/Sprites/spriteSceneComponent.js +4 -1
  329. package/Sprites/spriteSceneComponent.js.map +1 -1
  330. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  331. package/XR/features/WebXRControllerTeleportation.js +24 -19
  332. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  333. package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
  334. package/XR/motionController/webXRAbstractMotionController.js +2 -2
  335. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  336. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  337. package/XR/motionController/webXRControllerComponent.js +1 -1
  338. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  339. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  340. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  341. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  342. package/node.d.ts +4 -4
  343. package/node.js +3 -3
  344. package/node.js.map +1 -1
  345. package/package.json +1 -1
  346. package/readme.md +0 -4
  347. package/scene.d.ts +80 -63
  348. package/scene.js +92 -46
  349. package/scene.js.map +1 -1
  350. package/sceneComponent.d.ts +1 -1
  351. 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"]}
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 * @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"]}
@@ -160,175 +160,175 @@ export declare class ShaderMaterial extends PushMaterial {
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setTexture(name: string, texture: BaseTexture): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setTextureArray(name: string, textures: BaseTexture[]): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setExternalTexture(name: string, texture: ExternalTexture): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setFloat(name: string, value: number): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setInt(name: string, value: number): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setFloats(name: string, value: number[]): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setColor3(name: string, value: Color3): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setColor3Array(name: string, value: Color3[]): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setColor4(name: string, value: Color4): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setColor4Array(name: string, value: Color4[]): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setVector2(name: string, value: Vector2): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setVector3(name: string, value: Vector3): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setVector4(name: string, value: Vector4): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setQuaternion(name: string, value: Quaternion): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setQuaternionArray(name: string, value: Quaternion[]): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setMatrix(name: string, value: Matrix): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setMatrices(name: string, value: Matrix[]): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setMatrix3x3(name: string, value: Float32Array | Array<number>): ShaderMaterial;
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setMatrix2x2(name: string, value: Float32Array | Array<number>): ShaderMaterial;
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  /**
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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
296
- * @return the material itself allowing "fluent" like uniform updates
296
+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setArray2(name: string, value: number[]): ShaderMaterial;
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  /**
300
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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
303
- * @return the material itself allowing "fluent" like uniform updates
303
+ * @returns the material itself allowing "fluent" like uniform updates
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  */
305
305
  setArray3(name: string, value: number[]): ShaderMaterial;
306
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  /**
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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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- * @return the material itself allowing "fluent" like uniform updates
310
+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setArray4(name: string, value: number[]): ShaderMaterial;
313
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  /**
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  * Set a uniform buffer 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 buffer Define the value to give to the uniform
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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setUniformBuffer(name: string, buffer: UniformBuffer): ShaderMaterial;
320
320
  /**
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  * Set a texture sampler 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 sampler Define the value to give to the uniform
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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setTextureSampler(name: string, sampler: TextureSampler): ShaderMaterial;
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  /**
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  * Set a storage buffer in the shader
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  * @param name Define the name of the storage buffer as defined in the shader
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  * @param buffer Define the value to give to the uniform
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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setStorageBuffer(name: string, buffer: StorageBuffer): ShaderMaterial;
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  /**
@@ -132,7 +132,7 @@ export class ShaderMaterial extends PushMaterial {
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setTexture(name, texture) {
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  if (this._options.samplers.indexOf(name) === -1) {
@@ -145,7 +145,7 @@ export class ShaderMaterial extends PushMaterial {
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setTextureArray(name, textures) {
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  if (this._options.samplers.indexOf(name) === -1) {
@@ -159,7 +159,7 @@ export class ShaderMaterial extends PushMaterial {
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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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setExternalTexture(name, texture) {
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  if (this._options.externalTextures.indexOf(name) === -1) {
@@ -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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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  */
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  setFloat(name, value) {
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  this._checkUniform(name);
@@ -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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- * @return the material itself allowing "fluent" like uniform updates
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+ * @returns the material itself allowing "fluent" like uniform updates
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187
  */
188
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  setInt(name, value) {
189
189
  this._checkUniform(name);
@@ -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
197
- * @return the material itself allowing "fluent" like uniform updates
197
+ * @returns the material itself allowing "fluent" like uniform updates
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198
  */
199
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  setFloats(name, value) {
200
200
  this._checkUniform(name);
@@ -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
208
- * @return the material itself allowing "fluent" like uniform updates
208
+ * @returns the material itself allowing "fluent" like uniform updates
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209
  */
210
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  setColor3(name, value) {
211
211
  this._checkUniform(name);
@@ -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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218
  * @param value Define the value to give to the uniform
219
- * @return the material itself allowing "fluent" like uniform updates
219
+ * @returns the material itself allowing "fluent" like uniform updates
220
220
  */
221
221
  setColor3Array(name, value) {
222
222
  this._checkUniform(name);
@@ -230,7 +230,7 @@ export class ShaderMaterial extends PushMaterial {
230
230
  * Set a vec4 in the shader from a Color4.
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231
  * @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
233
- * @return the material itself allowing "fluent" like uniform updates
233
+ * @returns the material itself allowing "fluent" like uniform updates
234
234
  */
235
235
  setColor4(name, value) {
236
236
  this._checkUniform(name);
@@ -241,7 +241,7 @@ export class ShaderMaterial extends PushMaterial {
241
241
  * Set a vec4 array in the shader from a Color4 array.
242
242
  * @param name Define the name of the uniform as defined in the shader
243
243
  * @param value Define the value to give to the uniform
244
- * @return the material itself allowing "fluent" like uniform updates
244
+ * @returns the material itself allowing "fluent" like uniform updates
245
245
  */
246
246
  setColor4Array(name, value) {
247
247
  this._checkUniform(name);
@@ -255,7 +255,7 @@ export class ShaderMaterial extends PushMaterial {
255
255
  * Set a vec2 in the shader from a Vector2.
256
256
  * @param name Define the name of the uniform as defined in the shader
257
257
  * @param value Define the value to give to the uniform
258
- * @return the material itself allowing "fluent" like uniform updates
258
+ * @returns the material itself allowing "fluent" like uniform updates
259
259
  */
260
260
  setVector2(name, value) {
261
261
  this._checkUniform(name);
@@ -266,7 +266,7 @@ export class ShaderMaterial extends PushMaterial {
266
266
  * Set a vec3 in the shader from a Vector3.
267
267
  * @param name Define the name of the uniform as defined in the shader
268
268
  * @param value Define the value to give to the uniform
269
- * @return the material itself allowing "fluent" like uniform updates
269
+ * @returns the material itself allowing "fluent" like uniform updates
270
270
  */
271
271
  setVector3(name, value) {
272
272
  this._checkUniform(name);
@@ -277,7 +277,7 @@ export class ShaderMaterial extends PushMaterial {
277
277
  * Set a vec4 in the shader from a Vector4.
278
278
  * @param name Define the name of the uniform as defined in the shader
279
279
  * @param value Define the value to give to the uniform
280
- * @return the material itself allowing "fluent" like uniform updates
280
+ * @returns the material itself allowing "fluent" like uniform updates
281
281
  */
282
282
  setVector4(name, value) {
283
283
  this._checkUniform(name);
@@ -288,7 +288,7 @@ export class ShaderMaterial extends PushMaterial {
288
288
  * Set a vec4 in the shader from a Quaternion.
289
289
  * @param name Define the name of the uniform as defined in the shader
290
290
  * @param value Define the value to give to the uniform
291
- * @return the material itself allowing "fluent" like uniform updates
291
+ * @returns the material itself allowing "fluent" like uniform updates
292
292
  */
293
293
  setQuaternion(name, value) {
294
294
  this._checkUniform(name);
@@ -299,7 +299,7 @@ export class ShaderMaterial extends PushMaterial {
299
299
  * Set a vec4 array in the shader from a Quaternion array.
300
300
  * @param name Define the name of the uniform as defined in the shader
301
301
  * @param value Define the value to give to the uniform
302
- * @return the material itself allowing "fluent" like uniform updates
302
+ * @returns the material itself allowing "fluent" like uniform updates
303
303
  */
304
304
  setQuaternionArray(name, value) {
305
305
  this._checkUniform(name);
@@ -313,7 +313,7 @@ export class ShaderMaterial extends PushMaterial {
313
313
  * Set a mat4 in the shader from a Matrix.
314
314
  * @param name Define the name of the uniform as defined in the shader
315
315
  * @param value Define the value to give to the uniform
316
- * @return the material itself allowing "fluent" like uniform updates
316
+ * @returns the material itself allowing "fluent" like uniform updates
317
317
  */
318
318
  setMatrix(name, value) {
319
319
  this._checkUniform(name);
@@ -324,7 +324,7 @@ export class ShaderMaterial extends PushMaterial {
324
324
  * Set a float32Array in the shader from a matrix array.
325
325
  * @param name Define the name of the uniform as defined in the shader
326
326
  * @param value Define the value to give to the uniform
327
- * @return the material itself allowing "fluent" like uniform updates
327
+ * @returns the material itself allowing "fluent" like uniform updates
328
328
  */
329
329
  setMatrices(name, value) {
330
330
  this._checkUniform(name);
@@ -340,7 +340,7 @@ export class ShaderMaterial extends PushMaterial {
340
340
  * Set a mat3 in the shader from a Float32Array.
341
341
  * @param name Define the name of the uniform as defined in the shader
342
342
  * @param value Define the value to give to the uniform
343
- * @return the material itself allowing "fluent" like uniform updates
343
+ * @returns the material itself allowing "fluent" like uniform updates
344
344
  */
345
345
  setMatrix3x3(name, value) {
346
346
  this._checkUniform(name);
@@ -351,7 +351,7 @@ export class ShaderMaterial extends PushMaterial {
351
351
  * Set a mat2 in the shader from a Float32Array.
352
352
  * @param name Define the name of the uniform as defined in the shader
353
353
  * @param value Define the value to give to the uniform
354
- * @return the material itself allowing "fluent" like uniform updates
354
+ * @returns the material itself allowing "fluent" like uniform updates
355
355
  */
356
356
  setMatrix2x2(name, value) {
357
357
  this._checkUniform(name);
@@ -362,7 +362,7 @@ export class ShaderMaterial extends PushMaterial {
362
362
  * Set a vec2 array in the shader from a number array.
363
363
  * @param name Define the name of the uniform as defined in the shader
364
364
  * @param value Define the value to give to the uniform
365
- * @return the material itself allowing "fluent" like uniform updates
365
+ * @returns the material itself allowing "fluent" like uniform updates
366
366
  */
367
367
  setArray2(name, value) {
368
368
  this._checkUniform(name);
@@ -373,7 +373,7 @@ export class ShaderMaterial extends PushMaterial {
373
373
  * Set a vec3 array in the shader from a number array.
374
374
  * @param name Define the name of the uniform as defined in the shader
375
375
  * @param value Define the value to give to the uniform
376
- * @return the material itself allowing "fluent" like uniform updates
376
+ * @returns the material itself allowing "fluent" like uniform updates
377
377
  */
378
378
  setArray3(name, value) {
379
379
  this._checkUniform(name);
@@ -384,7 +384,7 @@ export class ShaderMaterial extends PushMaterial {
384
384
  * Set a vec4 array in the shader from a number array.
385
385
  * @param name Define the name of the uniform as defined in the shader
386
386
  * @param value Define the value to give to the uniform
387
- * @return the material itself allowing "fluent" like uniform updates
387
+ * @returns the material itself allowing "fluent" like uniform updates
388
388
  */
389
389
  setArray4(name, value) {
390
390
  this._checkUniform(name);
@@ -395,7 +395,7 @@ export class ShaderMaterial extends PushMaterial {
395
395
  * Set a uniform buffer in the shader
396
396
  * @param name Define the name of the uniform as defined in the shader
397
397
  * @param buffer Define the value to give to the uniform
398
- * @return the material itself allowing "fluent" like uniform updates
398
+ * @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
408
  * Set a texture sampler in the shader
409
409
  * @param name Define the name of the uniform as defined in the shader
410
410
  * @param sampler Define the value to give to the uniform
411
- * @return the material itself allowing "fluent" like uniform updates
411
+ * @returns the material itself allowing "fluent" like uniform updates
412
412
  */
413
413
  setTextureSampler(name, sampler) {
414
414
  if (this._options.samplerObjects.indexOf(name) === -1) {
@@ -421,7 +421,7 @@ export class ShaderMaterial extends PushMaterial {
421
421
  * 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
- * @return the material itself allowing "fluent" like uniform updates
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) {