@babylonjs/core 5.27.0 → 5.28.0

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 (432) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +1 -1
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Audio/audioSceneComponent.js +2 -1
  6. package/Audio/audioSceneComponent.js.map +1 -1
  7. package/Audio/sound.js +70 -45
  8. package/Audio/sound.js.map +1 -1
  9. package/Audio/soundTrack.js +12 -6
  10. package/Audio/soundTrack.js.map +1 -1
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  13. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/followBehavior.js +2 -1
  16. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/handConstraintBehavior.js +6 -6
  18. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  19. package/Bones/bone.js +2 -1
  20. package/Bones/bone.js.map +1 -1
  21. package/Bones/skeleton.js +3 -2
  22. package/Bones/skeleton.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
  26. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  28. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  30. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +2 -1
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +6 -4
  34. package/Cameras/camera.js.map +1 -1
  35. package/Compute/computeEffect.js +8 -5
  36. package/Compute/computeEffect.js.map +1 -1
  37. package/Compute/computeShader.js +12 -11
  38. package/Compute/computeShader.js.map +1 -1
  39. package/Culling/Octrees/octreeSceneComponent.js +2 -1
  40. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  41. package/Culling/boundingBox.js +3 -2
  42. package/Culling/boundingBox.js.map +1 -1
  43. package/Culling/ray.js +2 -1
  44. package/Culling/ray.js.map +1 -1
  45. package/Debug/directionalLightFrustumViewer.js +9 -7
  46. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  47. package/Debug/rayHelper.js +2 -1
  48. package/Debug/rayHelper.js.map +1 -1
  49. package/Debug/skeletonViewer.js +29 -24
  50. package/Debug/skeletonViewer.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  52. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  53. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  54. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  55. package/DeviceInput/webDeviceInputSystem.js +12 -9
  56. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  57. package/Engines/Extensions/engine.rawTexture.js +4 -4
  58. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.readTexture.js +3 -2
  60. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.views.js +2 -1
  62. package/Engines/Extensions/engine.views.js.map +1 -1
  63. package/Engines/Processors/shaderProcessor.js +11 -6
  64. package/Engines/Processors/shaderProcessor.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  66. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  68. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  70. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  72. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  73. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  74. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  75. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  76. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  78. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  79. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  80. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  81. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  82. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  83. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  84. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  86. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  88. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  89. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  90. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  91. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  92. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  94. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  95. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  96. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  97. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  98. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  99. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  100. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  101. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  102. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  103. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  104. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  106. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  108. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  109. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  110. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  111. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  112. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  113. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  114. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  115. package/Engines/engine.d.ts +898 -273
  116. package/Engines/engine.js +5 -3
  117. package/Engines/engine.js.map +1 -1
  118. package/Engines/nativeEngine.js +7 -5
  119. package/Engines/nativeEngine.js.map +1 -1
  120. package/Engines/nullEngine.d.ts +7 -0
  121. package/Engines/nullEngine.js +42 -0
  122. package/Engines/nullEngine.js.map +1 -1
  123. package/Engines/renderTargetWrapper.js +14 -9
  124. package/Engines/renderTargetWrapper.js.map +1 -1
  125. package/Engines/thinEngine.js +25 -16
  126. package/Engines/thinEngine.js.map +1 -1
  127. package/Engines/webgpuEngine.js +87 -61
  128. package/Engines/webgpuEngine.js.map +1 -1
  129. package/Gamepads/gamepadManager.js +1 -1
  130. package/Gamepads/gamepadManager.js.map +1 -1
  131. package/Gizmos/axisDragGizmo.js +4 -2
  132. package/Gizmos/axisDragGizmo.js.map +1 -1
  133. package/Gizmos/axisScaleGizmo.js +6 -4
  134. package/Gizmos/axisScaleGizmo.js.map +1 -1
  135. package/Gizmos/gizmo.js +21 -6
  136. package/Gizmos/gizmo.js.map +1 -1
  137. package/Gizmos/gizmoManager.js +3 -2
  138. package/Gizmos/gizmoManager.js.map +1 -1
  139. package/Gizmos/planeDragGizmo.js +4 -2
  140. package/Gizmos/planeDragGizmo.js.map +1 -1
  141. package/Gizmos/planeRotationGizmo.js +4 -2
  142. package/Gizmos/planeRotationGizmo.js.map +1 -1
  143. package/Helpers/videoDome.js +2 -1
  144. package/Helpers/videoDome.js.map +1 -1
  145. package/Layers/effectLayer.js +5 -3
  146. package/Layers/effectLayer.js.map +1 -1
  147. package/Layers/glowLayer.js +4 -3
  148. package/Layers/glowLayer.js.map +1 -1
  149. package/Layers/highlightLayer.js +2 -1
  150. package/Layers/highlightLayer.js.map +1 -1
  151. package/LensFlares/lensFlareSystem.js +2 -1
  152. package/LensFlares/lensFlareSystem.js.map +1 -1
  153. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  154. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  155. package/Lights/Shadows/shadowGenerator.js +13 -8
  156. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  157. package/Loading/Plugins/babylonFileLoader.js +2 -1
  158. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  159. package/Loading/sceneLoader.d.ts +1 -1
  160. package/Loading/sceneLoader.js +3 -3
  161. package/Loading/sceneLoader.js.map +1 -1
  162. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  163. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  165. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  167. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  169. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  173. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  175. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  177. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  179. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  181. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  183. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  185. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  187. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  189. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  195. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  197. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/customBlock.js +4 -3
  199. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  201. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  202. package/Materials/Node/nodeMaterial.js +7 -6
  203. package/Materials/Node/nodeMaterial.js.map +1 -1
  204. package/Materials/Node/nodeMaterialBlock.js +4 -3
  205. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  206. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  207. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  208. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  209. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  210. package/Materials/PBR/pbrClearCoatConfiguration.js +9 -6
  211. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  212. package/Materials/PBR/pbrIridescenceConfiguration.js +7 -4
  213. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  214. package/Materials/PBR/pbrSheenConfiguration.js +7 -4
  215. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  216. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  217. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  218. package/Materials/Textures/Packer/packer.js +14 -13
  219. package/Materials/Textures/Packer/packer.js.map +1 -1
  220. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  221. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  222. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  223. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  224. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  225. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  226. package/Materials/Textures/baseTexture.d.ts +5 -4
  227. package/Materials/Textures/baseTexture.js +1 -0
  228. package/Materials/Textures/baseTexture.js.map +1 -1
  229. package/Materials/Textures/cubeTexture.js +8 -4
  230. package/Materials/Textures/cubeTexture.js.map +1 -1
  231. package/Materials/Textures/hdrCubeTexture.js +4 -2
  232. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  233. package/Materials/Textures/internalTexture.js +4 -2
  234. package/Materials/Textures/internalTexture.js.map +1 -1
  235. package/Materials/Textures/mirrorTexture.js +6 -3
  236. package/Materials/Textures/mirrorTexture.js.map +1 -1
  237. package/Materials/Textures/multiRenderTarget.js +6 -4
  238. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  239. package/Materials/Textures/rawTexture.js +1 -1
  240. package/Materials/Textures/rawTexture.js.map +1 -1
  241. package/Materials/Textures/renderTargetTexture.js +26 -15
  242. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  243. package/Materials/Textures/texture.js +16 -13
  244. package/Materials/Textures/texture.js.map +1 -1
  245. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  246. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  247. package/Materials/Textures/thinTexture.d.ts +3 -3
  248. package/Materials/Textures/thinTexture.js.map +1 -1
  249. package/Materials/Textures/videoTexture.js +3 -3
  250. package/Materials/Textures/videoTexture.js.map +1 -1
  251. package/Materials/drawWrapper.js +4 -2
  252. package/Materials/drawWrapper.js.map +1 -1
  253. package/Materials/effect.js +15 -10
  254. package/Materials/effect.js.map +1 -1
  255. package/Materials/material.d.ts +14 -0
  256. package/Materials/material.detailMapConfiguration.js +2 -1
  257. package/Materials/material.detailMapConfiguration.js.map +1 -1
  258. package/Materials/material.js +35 -3
  259. package/Materials/material.js.map +1 -1
  260. package/Materials/materialDefines.js +6 -5
  261. package/Materials/materialDefines.js.map +1 -1
  262. package/Materials/materialHelper.js +1 -1
  263. package/Materials/materialHelper.js.map +1 -1
  264. package/Materials/materialPluginManager.js +3 -2
  265. package/Materials/materialPluginManager.js.map +1 -1
  266. package/Materials/multiMaterial.js +2 -1
  267. package/Materials/multiMaterial.js.map +1 -1
  268. package/Materials/shaderMaterial.js +12 -9
  269. package/Materials/shaderMaterial.js.map +1 -1
  270. package/Materials/shadowDepthWrapper.js +13 -8
  271. package/Materials/shadowDepthWrapper.js.map +1 -1
  272. package/Materials/standardMaterial.js +12 -10
  273. package/Materials/standardMaterial.js.map +1 -1
  274. package/Materials/uniformBuffer.js +1 -1
  275. package/Materials/uniformBuffer.js.map +1 -1
  276. package/Maths/math.vector.d.ts +7 -6
  277. package/Maths/math.vector.js +10 -8
  278. package/Maths/math.vector.js.map +1 -1
  279. package/Meshes/Builders/groundBuilder.js +1 -1
  280. package/Meshes/Builders/groundBuilder.js.map +1 -1
  281. package/Meshes/abstractMesh.js +8 -5
  282. package/Meshes/abstractMesh.js.map +1 -1
  283. package/Meshes/csg.js +2 -1
  284. package/Meshes/csg.js.map +1 -1
  285. package/Meshes/instancedMesh.js +2 -1
  286. package/Meshes/instancedMesh.js.map +1 -1
  287. package/Meshes/mesh.d.ts +1 -1
  288. package/Meshes/mesh.js +23 -13
  289. package/Meshes/mesh.js.map +1 -1
  290. package/Meshes/mesh.vertexData.js +4 -3
  291. package/Meshes/mesh.vertexData.js.map +1 -1
  292. package/Meshes/subMesh.js +14 -8
  293. package/Meshes/subMesh.js.map +1 -1
  294. package/Meshes/thinInstanceMesh.js +18 -12
  295. package/Meshes/thinInstanceMesh.js.map +1 -1
  296. package/Meshes/transformNode.d.ts +7 -1
  297. package/Meshes/transformNode.js +15 -4
  298. package/Meshes/transformNode.js.map +1 -1
  299. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  300. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  301. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  302. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  303. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  304. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  305. package/Misc/arrayTools.js +1 -1
  306. package/Misc/arrayTools.js.map +1 -1
  307. package/Misc/assetsManager.d.ts +22 -4
  308. package/Misc/assetsManager.js +20 -8
  309. package/Misc/assetsManager.js.map +1 -1
  310. package/Misc/computePressure.js +9 -6
  311. package/Misc/computePressure.js.map +1 -1
  312. package/Misc/dataStorage.js +1 -1
  313. package/Misc/dataStorage.js.map +1 -1
  314. package/Misc/dds.js +1 -1
  315. package/Misc/dds.js.map +1 -1
  316. package/Misc/environmentTextureTools.js +3 -2
  317. package/Misc/environmentTextureTools.js.map +1 -1
  318. package/Misc/fileTools.js +31 -8
  319. package/Misc/fileTools.js.map +1 -1
  320. package/Misc/logger.js +2 -1
  321. package/Misc/logger.js.map +1 -1
  322. package/Misc/minMaxReducer.js +3 -2
  323. package/Misc/minMaxReducer.js.map +1 -1
  324. package/Misc/sceneRecorder.js +1 -1
  325. package/Misc/sceneRecorder.js.map +1 -1
  326. package/Misc/textureTools.js +3 -3
  327. package/Misc/textureTools.js.map +1 -1
  328. package/Misc/timer.js +5 -3
  329. package/Misc/timer.js.map +1 -1
  330. package/Misc/tools.js +4 -4
  331. package/Misc/tools.js.map +1 -1
  332. package/Misc/trajectoryClassifier.js +3 -3
  333. package/Misc/trajectoryClassifier.js.map +1 -1
  334. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  335. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  336. package/Particles/computeShaderParticleSystem.js +6 -3
  337. package/Particles/computeShaderParticleSystem.js.map +1 -1
  338. package/Particles/gpuParticleSystem.js +13 -8
  339. package/Particles/gpuParticleSystem.js.map +1 -1
  340. package/Particles/particleSystem.js +22 -14
  341. package/Particles/particleSystem.js.map +1 -1
  342. package/Particles/particleSystemComponent.js +2 -1
  343. package/Particles/particleSystemComponent.js.map +1 -1
  344. package/Particles/pointsCloudSystem.js +7 -4
  345. package/Particles/pointsCloudSystem.js.map +1 -1
  346. package/Particles/solidParticleSystem.js +2 -2
  347. package/Particles/solidParticleSystem.js.map +1 -1
  348. package/Particles/webgl2ParticleSystem.js +2 -1
  349. package/Particles/webgl2ParticleSystem.js.map +1 -1
  350. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  351. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  352. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -2
  353. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  354. package/PostProcesses/colorCorrectionPostProcess.js +1 -1
  355. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  356. package/PostProcesses/postProcess.js +8 -5
  357. package/PostProcesses/postProcess.js.map +1 -1
  358. package/PostProcesses/postProcessManager.js +6 -4
  359. package/PostProcesses/postProcessManager.js.map +1 -1
  360. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
  361. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  362. package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
  363. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  364. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +1 -1
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  366. package/Probes/reflectionProbe.js +4 -2
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  368. package/Rendering/boundingBoxRenderer.js +3 -2
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  370. package/Rendering/depthPeelingRenderer.d.ts +12 -0
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  381. package/Rendering/prePassRenderer.js +4 -2
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  383. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
  384. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  385. package/Shaders/pbr.fragment.js +4 -1
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  387. package/Sprites/spriteManager.js +2 -1
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  389. package/Sprites/spriteRenderer.js +2 -1
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  391. package/States/stencilStateComposer.js +4 -2
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  393. package/XR/features/WebXRAnchorSystem.js +2 -1
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  395. package/XR/features/WebXRControllerMovement.js +7 -6
  396. package/XR/features/WebXRControllerMovement.js.map +1 -1
  397. package/XR/features/WebXRControllerPhysics.js +6 -4
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  399. package/XR/features/WebXRControllerPointerSelection.js +2 -1
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  401. package/XR/features/WebXRHandTracking.d.ts +3 -3
  402. package/XR/features/WebXRHandTracking.js +126 -118
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  409. package/XR/features/WebXRMeshDetector.js +2 -1
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  411. package/XR/features/WebXRNearInteraction.js +7 -4
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  417. package/XR/webXRCamera.js +2 -1
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import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\ndeclare type Effect = import(\"../../../effect\").Effect;\r\ndeclare type Mesh = import(\"../../../../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n @editableInPropertyPage(\"Convert to gamma space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n @editableInPropertyPage(\"Convert to linear space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (this.useLogarithmicDepth && mesh) {\r\n MaterialHelper.BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n if (this.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", \"float\");\r\n state._emitVaryingFromString(\"vFragmentDepth\", \"float\");\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `gl_FragColor = vec4(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = ${rgba.associatedVariableName};\\r\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toLinearSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toGammaSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (this.useLogarithmicDepth) {\r\n state.compilationString += `gl_FragDepthEXT = log2(vFragmentDepth) * logarithmicDepthConstant * 0.5;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
1
+ 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ent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\ndeclare type Effect = import(\"../../../effect\").Effect;\r\ndeclare type Mesh = import(\"../../../../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n @editableInPropertyPage(\"Convert to gamma space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n @editableInPropertyPage(\"Convert to linear space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (this.useLogarithmicDepth && mesh) {\r\n MaterialHelper.BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n if (this.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", \"float\");\r\n state._emitVaryingFromString(\"vFragmentDepth\", \"float\");\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `gl_FragColor = vec4(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = ${rgba.associatedVariableName};\\r\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toLinearSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toGammaSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (this.useLogarithmicDepth) {\r\n state.compilationString += `gl_FragDepthEXT = log2(vFragmentDepth) * logarithmicDepthConstant * 0.5;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
@@ -141,8 +141,9 @@ export class ImageProcessingBlock extends NodeMaterialBlock {
141
141
  return serializationObject;
142
142
  }
143
143
  _deserialize(serializationObject, scene, rootUrl) {
144
+ var _a;
144
145
  super._deserialize(serializationObject, scene, rootUrl);
145
- this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;
146
+ this.convertInputToLinearSpace = (_a = serializationObject.convertInputToLinearSpace) !== null && _a !== void 0 ? _a : true;
146
147
  }
147
148
  }
148
149
  __decorate([
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\r\n }\r\n\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${color.associatedVariableName};\\r\\n`;\r\n } else {\r\n state.compilationString += `${this._declareOutput(output, state)} = vec4(${color.associatedVariableName}, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\r\n }\r\n\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${color.associatedVariableName};\\r\\n`;\r\n } else {\r\n state.compilationString += `${this._declareOutput(output, state)} = vec4(${color.associatedVariableName}, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n"]}
@@ -394,6 +394,7 @@ export class InputBlock extends NodeMaterialBlock {
394
394
  return attributeInFragmentOnly[this.name];
395
395
  }
396
396
  _emit(state, define) {
397
+ var _a;
397
398
  // Uniforms
398
399
  if (this.isUniform) {
399
400
  if (!this.associatedVariableName) {
@@ -439,7 +440,7 @@ export class InputBlock extends NodeMaterialBlock {
439
440
  }
440
441
  // Attribute
441
442
  if (this.isAttribute) {
442
- this.associatedVariableName = remapAttributeName[this.name] ?? this.name;
443
+ this.associatedVariableName = (_a = remapAttributeName[this.name]) !== null && _a !== void 0 ? _a : this.name;
443
444
  if (this.target === NodeMaterialBlockTargets.Vertex && state._vertexState) {
444
445
  // Attribute for fragment need to be carried over by varyings
445
446
  if (attributeInFragmentOnly[this.name]) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockConnectionPointMode } from \"../../Enums/nodeMaterialBlockConnectionPointMode\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Effect } from \"../../../../Materials/effect\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { GetClass, RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Color3, Color4, TmpColors } from \"../../../../Maths/math\";\r\nimport { AnimatedInputBlockTypes } from \"./animatedInputBlockTypes\";\r\nimport { Observable } from \"../../../../Misc/observable\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\nconst remapAttributeName: { [name: string]: string } = {\r\n position2d: \"position\",\r\n particle_uv: \"vUV\",\r\n particle_color: \"vColor\",\r\n particle_texturemask: \"textureMask\",\r\n particle_positionw: \"vPositionW\",\r\n};\r\n\r\nconst attributeInFragmentOnly: { [name: string]: boolean } = {\r\n particle_uv: true,\r\n particle_color: true,\r\n particle_texturemask: true,\r\n particle_positionw: true,\r\n};\r\n\r\nconst attributeAsUniform: { [name: string]: boolean } = {\r\n particle_texturemask: true,\r\n};\r\n\r\n/**\r\n * Block used to expose an input value\r\n */\r\nexport class InputBlock extends NodeMaterialBlock {\r\n private _mode = NodeMaterialBlockConnectionPointMode.Undefined;\r\n private _associatedVariableName: string;\r\n private _storedValue: any;\r\n private _valueCallback: () => any;\r\n private _type: NodeMaterialBlockConnectionPointTypes;\r\n private _animationType = AnimatedInputBlockTypes.None;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public min: number = 0;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public max: number = 0;\r\n\r\n /** Gets or set a value indicating that this input can only get 0 and 1 values */\r\n public isBoolean: boolean = false;\r\n\r\n /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */\r\n public matrixMode: number = 0;\r\n\r\n /** @internal */\r\n public _systemValue: Nullable<NodeMaterialSystemValues> = null;\r\n\r\n /** Gets or sets a boolean indicating that the value of this input will not change after a build */\r\n public isConstant = false;\r\n\r\n /** Gets or sets the group to use to display this block in the Inspector */\r\n public groupInInspector = \"\";\r\n\r\n /** Gets an observable raised when the value is changed */\r\n public onValueChangedObservable = new Observable<InputBlock>();\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space (for color3/4 only) */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space (for color3/4 only) */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this.isUniform && this.value != null) {\r\n if (!isNaN(this.value)) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n }\r\n\r\n switch (this.value.getClassName()) {\r\n case \"Vector2\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"Vector3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"Vector4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"Color3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case \"Color4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n case \"Matrix\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isAttribute) {\r\n switch (this.name) {\r\n case \"position\":\r\n case \"normal\":\r\n case \"particle_positionw\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"uv\":\r\n case \"uv2\":\r\n case \"uv3\":\r\n case \"uv4\":\r\n case \"uv5\":\r\n case \"uv6\":\r\n case \"position2d\":\r\n case \"particle_uv\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"matricesIndices\":\r\n case \"matricesWeights\":\r\n case \"world0\":\r\n case \"world1\":\r\n case \"world2\":\r\n case \"world3\":\r\n case \"tangent\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"color\":\r\n case \"instanceColor\":\r\n case \"particle_color\":\r\n case \"particle_texturemask\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isSystemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n case NodeMaterialSystemValues.View:\r\n case NodeMaterialSystemValues.ViewProjection:\r\n case NodeMaterialSystemValues.Projection:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case NodeMaterialSystemValues.FogColor:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n }\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a new InputBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, type: NodeMaterialBlockConnectionPointTypes = NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n super(name, target, false, true);\r\n\r\n this._type = type;\r\n\r\n this.setDefaultValue();\r\n\r\n this.registerOutput(\"output\", type);\r\n }\r\n\r\n /**\r\n * Validates if a name is a reserve word.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n if (!this.isAttribute) {\r\n return super.validateBlockName(newName);\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a vertex attribute\r\n * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name\r\n * @returns the current connection point\r\n */\r\n public setAsAttribute(attributeName?: string): InputBlock {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Attribute;\r\n if (attributeName) {\r\n this.name = attributeName;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a system value\r\n * @param value define the system value to use (world, view, etc...) or null to switch to manual value\r\n * @returns the current connection point\r\n */\r\n public setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock {\r\n this.systemValue = value;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets or sets the value of that point.\r\n * Please note that this value will be ignored if valueCallback is defined\r\n */\r\n public get value(): any {\r\n return this._storedValue;\r\n }\r\n\r\n public set value(value: any) {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n if (this.isBoolean) {\r\n value = value ? 1 : 0;\r\n } else if (this.min !== this.max) {\r\n value = Math.max(this.min, value);\r\n value = Math.min(this.max, value);\r\n }\r\n }\r\n\r\n this._storedValue = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n\r\n this.onValueChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets a callback used to get the value of that point.\r\n * Please note that setting this value will force the connection point to ignore the value property\r\n */\r\n public get valueCallback(): () => any {\r\n return this._valueCallback;\r\n }\r\n\r\n public set valueCallback(value: () => any) {\r\n this._valueCallback = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Gets or sets the type of animation applied to the input */\r\n public get animationType() {\r\n return this._animationType;\r\n }\r\n\r\n public set animationType(value: AnimatedInputBlockTypes) {\r\n this._animationType = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this connection point not defined yet\r\n */\r\n public get isUndefined(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an uniform.\r\n * In this case the connection point name must be the name of the uniform to use.\r\n * Can only be set on inputs\r\n */\r\n public get isUniform(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n public set isUniform(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Uniform : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an attribute.\r\n * In this case the connection point name must be the name of the attribute to use\r\n * Can only be set on inputs\r\n */\r\n public get isAttribute(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Attribute;\r\n }\r\n\r\n public set isAttribute(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Attribute : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is generating a varying variable.\r\n * Can only be set on exit points\r\n */\r\n public get isVarying(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Varying;\r\n }\r\n\r\n public set isVarying(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Varying : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current connection point is a system value\r\n */\r\n public get isSystemValue(): boolean {\r\n return this._systemValue != null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current well known value or null if not defined as a system value\r\n */\r\n public get systemValue(): Nullable<NodeMaterialSystemValues> {\r\n return this._systemValue;\r\n }\r\n\r\n public set systemValue(value: Nullable<NodeMaterialSystemValues>) {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n this.associatedVariableName = \"\";\r\n this._systemValue = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InputBlock\";\r\n }\r\n\r\n /**\r\n * Animate the input if animationType !== None\r\n * @param scene defines the rendering scene\r\n */\r\n public animate(scene: Scene) {\r\n switch (this._animationType) {\r\n case AnimatedInputBlockTypes.Time: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value += scene.getAnimationRatio() * 0.01;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n private _emitDefine(define: string): string {\r\n if (define[0] === \"!\") {\r\n return `#ifndef ${define.substring(1)}\\r\\n`;\r\n }\r\n\r\n return `#ifdef ${define}\\r\\n`;\r\n }\r\n\r\n public initialize() {\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Set the input block to its default value (based on its type)\r\n */\r\n public setDefaultValue() {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n this.value = 0;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n this.value = Vector2.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n this.value = Vector3.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n this.value = Vector4.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n this.value = Color3.White();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n this.value = new Color4(1, 1, 1, 1);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n this.value = Matrix.Identity();\r\n break;\r\n }\r\n }\r\n\r\n private _emitConstant(state: NodeMaterialBuildState) {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return `${state._emitFloat(this.value)}`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return `vec2(${this.value.x}, ${this.value.y})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return `vec3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return `vec4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n return `vec3(${TmpColors.Color3[0].r}, ${TmpColors.Color3[0].g}, ${TmpColors.Color3[0].b})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n return `vec4(${TmpColors.Color4[0].r}, ${TmpColors.Color4[0].g}, ${TmpColors.Color4[0].b}, ${TmpColors.Color4[0].a})`;\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @internal */\r\n public get _noContextSwitch(): boolean {\r\n return attributeInFragmentOnly[this.name];\r\n }\r\n\r\n private _emit(state: NodeMaterialBuildState, define?: string) {\r\n // Uniforms\r\n if (this.isUniform) {\r\n if (!this.associatedVariableName) {\r\n this.associatedVariableName = state._getFreeVariableName(\"u_\" + this.name);\r\n }\r\n\r\n if (this.isConstant) {\r\n if (state.constants.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n state.constants.push(this.associatedVariableName);\r\n state._constantDeclaration += this._declareOutput(this.output, state) + ` = ${this._emitConstant(state)};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.uniforms.push(this.associatedVariableName);\r\n if (define) {\r\n state._uniformDeclaration += this._emitDefine(define);\r\n }\r\n state._uniformDeclaration += `uniform ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n // well known\r\n const hints = state.sharedData.hints;\r\n if (this._systemValue !== null && this._systemValue !== undefined) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.WorldView:\r\n hints.needWorldViewMatrix = true;\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n hints.needWorldViewProjectionMatrix = true;\r\n break;\r\n }\r\n } else {\r\n if (this._animationType !== AnimatedInputBlockTypes.None) {\r\n state.sharedData.animatedInputs.push(this);\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n // Attribute\r\n if (this.isAttribute) {\r\n this.associatedVariableName = remapAttributeName[this.name] ?? this.name;\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex && state._vertexState) {\r\n // Attribute for fragment need to be carried over by varyings\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n this._emit(state._vertexState, define);\r\n }\r\n return;\r\n }\r\n\r\n if (state.attributes.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.attributes.push(this.associatedVariableName);\r\n\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n if (define) {\r\n state._attributeDeclaration += this._emitDefine(define);\r\n }\r\n state._attributeDeclaration += `attribute ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._attributeDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix) {\r\n if (!this._systemValue) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n effect.setMatrix(variableName, world);\r\n break;\r\n case NodeMaterialSystemValues.WorldView:\r\n effect.setMatrix(variableName, worldView);\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n effect.setMatrix(variableName, worldViewProjection);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmit(effect: Effect, scene: Scene, material: NodeMaterial) {\r\n if (this.isAttribute) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n if (this._systemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n return;\r\n case NodeMaterialSystemValues.View:\r\n effect.setMatrix(variableName, scene.getViewMatrix());\r\n break;\r\n case NodeMaterialSystemValues.Projection:\r\n effect.setMatrix(variableName, scene.getProjectionMatrix());\r\n break;\r\n case NodeMaterialSystemValues.ViewProjection:\r\n effect.setMatrix(variableName, scene.getTransformMatrix());\r\n break;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n scene.bindEyePosition(effect, variableName, true);\r\n break;\r\n case NodeMaterialSystemValues.FogColor:\r\n effect.setColor3(variableName, scene.fogColor);\r\n break;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n effect.setFloat(variableName, scene.deltaTime / 1000.0);\r\n break;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n if (scene.activeCamera) {\r\n effect.setFloat4(\r\n variableName,\r\n scene.getEngine().hasOriginBottomLeft ? -1 : 1,\r\n scene.activeCamera.minZ,\r\n scene.activeCamera.maxZ,\r\n 1 / scene.activeCamera.maxZ\r\n );\r\n }\r\n break;\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n effect.setFloat(variableName, material.alpha);\r\n break;\r\n }\r\n return;\r\n }\r\n\r\n const value = this._valueCallback ? this._valueCallback() : this._storedValue;\r\n\r\n if (value === null) {\r\n return;\r\n }\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n effect.setFloat(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n effect.setInt(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n effect.setColor3(variableName, TmpColors.Color3[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n effect.setDirectColor4(variableName, TmpColors.Color4[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n effect.setVector2(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n effect.setVector3(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n effect.setVector4(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n effect.setMatrix(variableName, value);\r\n break;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.isUniform || this.isSystemValue) {\r\n state.sharedData.inputBlocks.push(this);\r\n }\r\n\r\n this._emit(state);\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n\r\n if (this.isAttribute) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsAttribute(\"${this.name}\");\\r\\n`;\r\n }\r\n if (this.isSystemValue) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsSystemValue(BABYLON.NodeMaterialSystemValues.${NodeMaterialSystemValues[this._systemValue!]});\\r\\n`;\r\n }\r\n if (this.isUniform) {\r\n const codes: string[] = [];\r\n\r\n let valueString = \"\";\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n valueString = `${this.value}`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n valueString = `new BABYLON.Vector2(${this.value.x}, ${this.value.y})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n valueString = `new BABYLON.Vector3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n valueString = `new BABYLON.Vector4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n valueString = `new BABYLON.Color3(${this.value.r}, ${this.value.g}, ${this.value.b})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n valueString = `new BABYLON.Color4(${this.value.r}, ${this.value.g}, ${this.value.b}, ${this.value.a})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n valueString = `BABYLON.Matrix.FromArray([${(this.value as Matrix).m}])`;\r\n break;\r\n }\r\n\r\n // Common Property \"Value\"\r\n codes.push(`${variableName}.value = ${valueString}`);\r\n\r\n // Float-Value-Specific Properties\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n codes.push(\r\n `${variableName}.min = ${this.min}`,\r\n `${variableName}.max = ${this.max}`,\r\n `${variableName}.isBoolean = ${this.isBoolean}`,\r\n `${variableName}.matrixMode = ${this.matrixMode}`,\r\n `${variableName}.animationType = BABYLON.AnimatedInputBlockTypes.${AnimatedInputBlockTypes[this.animationType]}`\r\n );\r\n }\r\n\r\n // Common Property \"Type\"\r\n codes.push(`${variableName}.isConstant = ${this.isConstant}`);\r\n\r\n codes.push(\"\");\r\n\r\n return super._dumpPropertiesCode() + codes.join(\";\\r\\n\");\r\n }\r\n return super._dumpPropertiesCode();\r\n }\r\n\r\n public dispose() {\r\n this.onValueChangedObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.type = this.type;\r\n serializationObject.mode = this._mode;\r\n serializationObject.systemValue = this._systemValue;\r\n serializationObject.animationType = this._animationType;\r\n serializationObject.min = this.min;\r\n serializationObject.max = this.max;\r\n serializationObject.isBoolean = this.isBoolean;\r\n serializationObject.matrixMode = this.matrixMode;\r\n serializationObject.isConstant = this.isConstant;\r\n serializationObject.groupInInspector = this.groupInInspector;\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n\r\n if (this._storedValue != null && this._mode === NodeMaterialBlockConnectionPointMode.Uniform) {\r\n if (this._storedValue.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this._storedValue.getClassName();\r\n serializationObject.value = this._storedValue.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this._storedValue;\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this._mode = serializationObject.mode;\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this._type = serializationObject.type;\r\n\r\n this._systemValue = serializationObject.systemValue || serializationObject.wellKnownValue;\r\n this._animationType = serializationObject.animationType;\r\n this.min = serializationObject.min || 0;\r\n this.max = serializationObject.max || 0;\r\n this.isBoolean = !!serializationObject.isBoolean;\r\n this.matrixMode = serializationObject.matrixMode || 0;\r\n this.isConstant = !!serializationObject.isConstant;\r\n this.groupInInspector = serializationObject.groupInInspector || \"\";\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n // Tangents back compat\r\n if (\r\n serializationObject.name === \"tangent\" &&\r\n serializationObject.mode === NodeMaterialBlockConnectionPointMode.Attribute &&\r\n serializationObject.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n }\r\n\r\n if (!serializationObject.valueType) {\r\n return;\r\n }\r\n\r\n if (serializationObject.valueType === \"number\") {\r\n this._storedValue = serializationObject.value;\r\n } else {\r\n const valueType = GetClass(serializationObject.valueType);\r\n\r\n if (valueType) {\r\n this._storedValue = valueType.FromArray(serializationObject.value);\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InputBlock\", InputBlock);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockConnectionPointMode } from \"../../Enums/nodeMaterialBlockConnectionPointMode\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Effect } from \"../../../../Materials/effect\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { GetClass, RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Color3, Color4, TmpColors } from \"../../../../Maths/math\";\r\nimport { AnimatedInputBlockTypes } from \"./animatedInputBlockTypes\";\r\nimport { Observable } from \"../../../../Misc/observable\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\nconst remapAttributeName: { [name: string]: string } = {\r\n position2d: \"position\",\r\n particle_uv: \"vUV\",\r\n particle_color: \"vColor\",\r\n particle_texturemask: \"textureMask\",\r\n particle_positionw: \"vPositionW\",\r\n};\r\n\r\nconst attributeInFragmentOnly: { [name: string]: boolean } = {\r\n particle_uv: true,\r\n particle_color: true,\r\n particle_texturemask: true,\r\n particle_positionw: true,\r\n};\r\n\r\nconst attributeAsUniform: { [name: string]: boolean } = {\r\n particle_texturemask: true,\r\n};\r\n\r\n/**\r\n * Block used to expose an input value\r\n */\r\nexport class InputBlock extends NodeMaterialBlock {\r\n private _mode = NodeMaterialBlockConnectionPointMode.Undefined;\r\n private _associatedVariableName: string;\r\n private _storedValue: any;\r\n private _valueCallback: () => any;\r\n private _type: NodeMaterialBlockConnectionPointTypes;\r\n private _animationType = AnimatedInputBlockTypes.None;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public min: number = 0;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public max: number = 0;\r\n\r\n /** Gets or set a value indicating that this input can only get 0 and 1 values */\r\n public isBoolean: boolean = false;\r\n\r\n /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */\r\n public matrixMode: number = 0;\r\n\r\n /** @internal */\r\n public _systemValue: Nullable<NodeMaterialSystemValues> = null;\r\n\r\n /** Gets or sets a boolean indicating that the value of this input will not change after a build */\r\n public isConstant = false;\r\n\r\n /** Gets or sets the group to use to display this block in the Inspector */\r\n public groupInInspector = \"\";\r\n\r\n /** Gets an observable raised when the value is changed */\r\n public onValueChangedObservable = new Observable<InputBlock>();\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space (for color3/4 only) */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space (for color3/4 only) */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this.isUniform && this.value != null) {\r\n if (!isNaN(this.value)) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n }\r\n\r\n switch (this.value.getClassName()) {\r\n case \"Vector2\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"Vector3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"Vector4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"Color3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case \"Color4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n case \"Matrix\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isAttribute) {\r\n switch (this.name) {\r\n case \"position\":\r\n case \"normal\":\r\n case \"particle_positionw\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"uv\":\r\n case \"uv2\":\r\n case \"uv3\":\r\n case \"uv4\":\r\n case \"uv5\":\r\n case \"uv6\":\r\n case \"position2d\":\r\n case \"particle_uv\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"matricesIndices\":\r\n case \"matricesWeights\":\r\n case \"world0\":\r\n case \"world1\":\r\n case \"world2\":\r\n case \"world3\":\r\n case \"tangent\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"color\":\r\n case \"instanceColor\":\r\n case \"particle_color\":\r\n case \"particle_texturemask\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isSystemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n case NodeMaterialSystemValues.View:\r\n case NodeMaterialSystemValues.ViewProjection:\r\n case NodeMaterialSystemValues.Projection:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case NodeMaterialSystemValues.FogColor:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n }\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a new InputBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, type: NodeMaterialBlockConnectionPointTypes = NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n super(name, target, false, true);\r\n\r\n this._type = type;\r\n\r\n this.setDefaultValue();\r\n\r\n this.registerOutput(\"output\", type);\r\n }\r\n\r\n /**\r\n * Validates if a name is a reserve word.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n if (!this.isAttribute) {\r\n return super.validateBlockName(newName);\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a vertex attribute\r\n * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name\r\n * @returns the current connection point\r\n */\r\n public setAsAttribute(attributeName?: string): InputBlock {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Attribute;\r\n if (attributeName) {\r\n this.name = attributeName;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a system value\r\n * @param value define the system value to use (world, view, etc...) or null to switch to manual value\r\n * @returns the current connection point\r\n */\r\n public setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock {\r\n this.systemValue = value;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets or sets the value of that point.\r\n * Please note that this value will be ignored if valueCallback is defined\r\n */\r\n public get value(): any {\r\n return this._storedValue;\r\n }\r\n\r\n public set value(value: any) {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n if (this.isBoolean) {\r\n value = value ? 1 : 0;\r\n } else if (this.min !== this.max) {\r\n value = Math.max(this.min, value);\r\n value = Math.min(this.max, value);\r\n }\r\n }\r\n\r\n this._storedValue = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n\r\n this.onValueChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets a callback used to get the value of that point.\r\n * Please note that setting this value will force the connection point to ignore the value property\r\n */\r\n public get valueCallback(): () => any {\r\n return this._valueCallback;\r\n }\r\n\r\n public set valueCallback(value: () => any) {\r\n this._valueCallback = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Gets or sets the type of animation applied to the input */\r\n public get animationType() {\r\n return this._animationType;\r\n }\r\n\r\n public set animationType(value: AnimatedInputBlockTypes) {\r\n this._animationType = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this connection point not defined yet\r\n */\r\n public get isUndefined(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an uniform.\r\n * In this case the connection point name must be the name of the uniform to use.\r\n * Can only be set on inputs\r\n */\r\n public get isUniform(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n public set isUniform(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Uniform : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an attribute.\r\n * In this case the connection point name must be the name of the attribute to use\r\n * Can only be set on inputs\r\n */\r\n public get isAttribute(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Attribute;\r\n }\r\n\r\n public set isAttribute(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Attribute : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is generating a varying variable.\r\n * Can only be set on exit points\r\n */\r\n public get isVarying(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Varying;\r\n }\r\n\r\n public set isVarying(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Varying : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current connection point is a system value\r\n */\r\n public get isSystemValue(): boolean {\r\n return this._systemValue != null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current well known value or null if not defined as a system value\r\n */\r\n public get systemValue(): Nullable<NodeMaterialSystemValues> {\r\n return this._systemValue;\r\n }\r\n\r\n public set systemValue(value: Nullable<NodeMaterialSystemValues>) {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n this.associatedVariableName = \"\";\r\n this._systemValue = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InputBlock\";\r\n }\r\n\r\n /**\r\n * Animate the input if animationType !== None\r\n * @param scene defines the rendering scene\r\n */\r\n public animate(scene: Scene) {\r\n switch (this._animationType) {\r\n case AnimatedInputBlockTypes.Time: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value += scene.getAnimationRatio() * 0.01;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n private _emitDefine(define: string): string {\r\n if (define[0] === \"!\") {\r\n return `#ifndef ${define.substring(1)}\\r\\n`;\r\n }\r\n\r\n return `#ifdef ${define}\\r\\n`;\r\n }\r\n\r\n public initialize() {\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Set the input block to its default value (based on its type)\r\n */\r\n public setDefaultValue() {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n this.value = 0;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n this.value = Vector2.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n this.value = Vector3.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n this.value = Vector4.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n this.value = Color3.White();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n this.value = new Color4(1, 1, 1, 1);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n this.value = Matrix.Identity();\r\n break;\r\n }\r\n }\r\n\r\n private _emitConstant(state: NodeMaterialBuildState) {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return `${state._emitFloat(this.value)}`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return `vec2(${this.value.x}, ${this.value.y})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return `vec3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return `vec4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n return `vec3(${TmpColors.Color3[0].r}, ${TmpColors.Color3[0].g}, ${TmpColors.Color3[0].b})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n return `vec4(${TmpColors.Color4[0].r}, ${TmpColors.Color4[0].g}, ${TmpColors.Color4[0].b}, ${TmpColors.Color4[0].a})`;\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @internal */\r\n public get _noContextSwitch(): boolean {\r\n return attributeInFragmentOnly[this.name];\r\n }\r\n\r\n private _emit(state: NodeMaterialBuildState, define?: string) {\r\n // Uniforms\r\n if (this.isUniform) {\r\n if (!this.associatedVariableName) {\r\n this.associatedVariableName = state._getFreeVariableName(\"u_\" + this.name);\r\n }\r\n\r\n if (this.isConstant) {\r\n if (state.constants.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n state.constants.push(this.associatedVariableName);\r\n state._constantDeclaration += this._declareOutput(this.output, state) + ` = ${this._emitConstant(state)};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.uniforms.push(this.associatedVariableName);\r\n if (define) {\r\n state._uniformDeclaration += this._emitDefine(define);\r\n }\r\n state._uniformDeclaration += `uniform ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n // well known\r\n const hints = state.sharedData.hints;\r\n if (this._systemValue !== null && this._systemValue !== undefined) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.WorldView:\r\n hints.needWorldViewMatrix = true;\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n hints.needWorldViewProjectionMatrix = true;\r\n break;\r\n }\r\n } else {\r\n if (this._animationType !== AnimatedInputBlockTypes.None) {\r\n state.sharedData.animatedInputs.push(this);\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n // Attribute\r\n if (this.isAttribute) {\r\n this.associatedVariableName = remapAttributeName[this.name] ?? this.name;\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex && state._vertexState) {\r\n // Attribute for fragment need to be carried over by varyings\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n this._emit(state._vertexState, define);\r\n }\r\n return;\r\n }\r\n\r\n if (state.attributes.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.attributes.push(this.associatedVariableName);\r\n\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n if (define) {\r\n state._attributeDeclaration += this._emitDefine(define);\r\n }\r\n state._attributeDeclaration += `attribute ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._attributeDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix) {\r\n if (!this._systemValue) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n effect.setMatrix(variableName, world);\r\n break;\r\n case NodeMaterialSystemValues.WorldView:\r\n effect.setMatrix(variableName, worldView);\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n effect.setMatrix(variableName, worldViewProjection);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmit(effect: Effect, scene: Scene, material: NodeMaterial) {\r\n if (this.isAttribute) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n if (this._systemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n return;\r\n case NodeMaterialSystemValues.View:\r\n effect.setMatrix(variableName, scene.getViewMatrix());\r\n break;\r\n case NodeMaterialSystemValues.Projection:\r\n effect.setMatrix(variableName, scene.getProjectionMatrix());\r\n break;\r\n case NodeMaterialSystemValues.ViewProjection:\r\n effect.setMatrix(variableName, scene.getTransformMatrix());\r\n break;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n scene.bindEyePosition(effect, variableName, true);\r\n break;\r\n case NodeMaterialSystemValues.FogColor:\r\n effect.setColor3(variableName, scene.fogColor);\r\n break;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n effect.setFloat(variableName, scene.deltaTime / 1000.0);\r\n break;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n if (scene.activeCamera) {\r\n effect.setFloat4(\r\n variableName,\r\n scene.getEngine().hasOriginBottomLeft ? -1 : 1,\r\n scene.activeCamera.minZ,\r\n scene.activeCamera.maxZ,\r\n 1 / scene.activeCamera.maxZ\r\n );\r\n }\r\n break;\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n effect.setFloat(variableName, material.alpha);\r\n break;\r\n }\r\n return;\r\n }\r\n\r\n const value = this._valueCallback ? this._valueCallback() : this._storedValue;\r\n\r\n if (value === null) {\r\n return;\r\n }\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n effect.setFloat(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n effect.setInt(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n effect.setColor3(variableName, TmpColors.Color3[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n effect.setDirectColor4(variableName, TmpColors.Color4[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n effect.setVector2(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n effect.setVector3(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n effect.setVector4(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n effect.setMatrix(variableName, value);\r\n break;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.isUniform || this.isSystemValue) {\r\n state.sharedData.inputBlocks.push(this);\r\n }\r\n\r\n this._emit(state);\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n\r\n if (this.isAttribute) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsAttribute(\"${this.name}\");\\r\\n`;\r\n }\r\n if (this.isSystemValue) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsSystemValue(BABYLON.NodeMaterialSystemValues.${NodeMaterialSystemValues[this._systemValue!]});\\r\\n`;\r\n }\r\n if (this.isUniform) {\r\n const codes: string[] = [];\r\n\r\n let valueString = \"\";\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n valueString = `${this.value}`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n valueString = `new BABYLON.Vector2(${this.value.x}, ${this.value.y})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n valueString = `new BABYLON.Vector3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n valueString = `new BABYLON.Vector4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n valueString = `new BABYLON.Color3(${this.value.r}, ${this.value.g}, ${this.value.b})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n valueString = `new BABYLON.Color4(${this.value.r}, ${this.value.g}, ${this.value.b}, ${this.value.a})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n valueString = `BABYLON.Matrix.FromArray([${(this.value as Matrix).m}])`;\r\n break;\r\n }\r\n\r\n // Common Property \"Value\"\r\n codes.push(`${variableName}.value = ${valueString}`);\r\n\r\n // Float-Value-Specific Properties\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n codes.push(\r\n `${variableName}.min = ${this.min}`,\r\n `${variableName}.max = ${this.max}`,\r\n `${variableName}.isBoolean = ${this.isBoolean}`,\r\n `${variableName}.matrixMode = ${this.matrixMode}`,\r\n `${variableName}.animationType = BABYLON.AnimatedInputBlockTypes.${AnimatedInputBlockTypes[this.animationType]}`\r\n );\r\n }\r\n\r\n // Common Property \"Type\"\r\n codes.push(`${variableName}.isConstant = ${this.isConstant}`);\r\n\r\n codes.push(\"\");\r\n\r\n return super._dumpPropertiesCode() + codes.join(\";\\r\\n\");\r\n }\r\n return super._dumpPropertiesCode();\r\n }\r\n\r\n public dispose() {\r\n this.onValueChangedObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.type = this.type;\r\n serializationObject.mode = this._mode;\r\n serializationObject.systemValue = this._systemValue;\r\n serializationObject.animationType = this._animationType;\r\n serializationObject.min = this.min;\r\n serializationObject.max = this.max;\r\n serializationObject.isBoolean = this.isBoolean;\r\n serializationObject.matrixMode = this.matrixMode;\r\n serializationObject.isConstant = this.isConstant;\r\n serializationObject.groupInInspector = this.groupInInspector;\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n\r\n if (this._storedValue != null && this._mode === NodeMaterialBlockConnectionPointMode.Uniform) {\r\n if (this._storedValue.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this._storedValue.getClassName();\r\n serializationObject.value = this._storedValue.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this._storedValue;\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this._mode = serializationObject.mode;\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this._type = serializationObject.type;\r\n\r\n this._systemValue = serializationObject.systemValue || serializationObject.wellKnownValue;\r\n this._animationType = serializationObject.animationType;\r\n this.min = serializationObject.min || 0;\r\n this.max = serializationObject.max || 0;\r\n this.isBoolean = !!serializationObject.isBoolean;\r\n this.matrixMode = serializationObject.matrixMode || 0;\r\n this.isConstant = !!serializationObject.isConstant;\r\n this.groupInInspector = serializationObject.groupInInspector || \"\";\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n // Tangents back compat\r\n if (\r\n serializationObject.name === \"tangent\" &&\r\n serializationObject.mode === NodeMaterialBlockConnectionPointMode.Attribute &&\r\n serializationObject.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n }\r\n\r\n if (!serializationObject.valueType) {\r\n return;\r\n }\r\n\r\n if (serializationObject.valueType === \"number\") {\r\n this._storedValue = serializationObject.value;\r\n } else {\r\n const valueType = GetClass(serializationObject.valueType);\r\n\r\n if (valueType) {\r\n this._storedValue = valueType.FromArray(serializationObject.value);\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InputBlock\", InputBlock);\r\n"]}
@@ -148,9 +148,10 @@ export class ClearCoatBlock extends NodeMaterialBlock {
148
148
  defines.setValue("CLEARCOAT_REMAP_F0", this.remapF0OnInterfaceChange, true);
149
149
  }
150
150
  bind(effect, nodeMaterial, mesh) {
151
+ var _a, _b;
151
152
  super.bind(effect, nodeMaterial, mesh);
152
153
  // Clear Coat Refraction params
153
- const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;
154
+ const indexOfRefraction = (_b = (_a = this.indexOfRefraction.connectInputBlock) === null || _a === void 0 ? void 0 : _a.value) !== null && _b !== void 0 ? _b : PBRClearCoatConfiguration._DefaultIndexOfRefraction;
154
155
  const a = 1 - indexOfRefraction;
155
156
  const b = 1 + indexOfRefraction;
156
157
  const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.
@@ -158,12 +159,12 @@ export class ClearCoatBlock extends NodeMaterialBlock {
158
159
  effect.setFloat4("vClearCoatRefractionParams", f0, eta, a, b);
159
160
  // Clear Coat tangent space params
160
161
  const mainPBRBlock = this.clearcoat.hasEndpoints ? this.clearcoat.endpoints[0].ownerBlock : null;
161
- const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? mainPBRBlock.perturbedNormal.connectedPoint.ownerBlock : null;
162
+ const perturbedNormalBlock = (mainPBRBlock === null || mainPBRBlock === void 0 ? void 0 : mainPBRBlock.perturbedNormal.isConnected) ? mainPBRBlock.perturbedNormal.connectedPoint.ownerBlock : null;
162
163
  if (this._scene._mirroredCameraPosition) {
163
- effect.setFloat2("vClearCoatTangentSpaceParams", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);
164
+ effect.setFloat2("vClearCoatTangentSpaceParams", (perturbedNormalBlock === null || perturbedNormalBlock === void 0 ? void 0 : perturbedNormalBlock.invertX) ? 1.0 : -1.0, (perturbedNormalBlock === null || perturbedNormalBlock === void 0 ? void 0 : perturbedNormalBlock.invertY) ? 1.0 : -1.0);
164
165
  }
165
166
  else {
166
- effect.setFloat2("vClearCoatTangentSpaceParams", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);
167
+ effect.setFloat2("vClearCoatTangentSpaceParams", (perturbedNormalBlock === null || perturbedNormalBlock === void 0 ? void 0 : perturbedNormalBlock.invertX) ? -1.0 : 1.0, (perturbedNormalBlock === null || perturbedNormalBlock === void 0 ? void 0 : perturbedNormalBlock.invertY) ? -1.0 : 1.0);
167
168
  }
168
169
  }
169
170
  _generateTBNSpace(state, worldPositionVarName, worldNormalVarName) {
@@ -204,13 +205,13 @@ export class ClearCoatBlock extends NodeMaterialBlock {
204
205
  */
205
206
  static GetCode(state, ccBlock, reflectionBlock, worldPosVarName, generateTBNSpace, vTBNAvailable, worldNormalVarName) {
206
207
  let code = "";
207
- const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : "1.";
208
- const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : "0.";
209
- const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : "vec3(0.)";
210
- const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : "vec2(0.)";
211
- const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : "vec3(1.)";
212
- const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : "1.";
213
- const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : "1.";
208
+ const intensity = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.intensity.isConnected) ? ccBlock.intensity.associatedVariableName : "1.";
209
+ const roughness = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.roughness.isConnected) ? ccBlock.roughness.associatedVariableName : "0.";
210
+ const normalMapColor = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.normalMapColor.isConnected) ? ccBlock.normalMapColor.associatedVariableName : "vec3(0.)";
211
+ const uv = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.uv.isConnected) ? ccBlock.uv.associatedVariableName : "vec2(0.)";
212
+ const tintColor = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.tintColor.isConnected) ? ccBlock.tintColor.associatedVariableName : "vec3(1.)";
213
+ const tintThickness = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.tintThickness.isConnected) ? ccBlock.tintThickness.associatedVariableName : "1.";
214
+ const tintAtDistance = (ccBlock === null || ccBlock === void 0 ? void 0 : ccBlock.tintAtDistance.isConnected) ? ccBlock.tintAtDistance.associatedVariableName : "1.";
214
215
  const tintTexture = "vec4(0.)";
215
216
  if (ccBlock) {
216
217
  state._emitUniformFromString("vClearCoatRefractionParams", "vec4");
@@ -265,26 +266,26 @@ export class ClearCoatBlock extends NodeMaterialBlock {
265
266
  faceNormal,
266
267
  #endif
267
268
  #ifdef REFLECTION
268
- ${reflectionBlock?._vReflectionMicrosurfaceInfosName},
269
- ${reflectionBlock?._vReflectionInfosName},
270
- ${reflectionBlock?.reflectionColor},
269
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._vReflectionMicrosurfaceInfosName},
270
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._vReflectionInfosName},
271
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock.reflectionColor},
271
272
  vLightingIntensity,
272
- #ifdef ${reflectionBlock?._define3DName}
273
- ${reflectionBlock?._cubeSamplerName},
273
+ #ifdef ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._define3DName}
274
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._cubeSamplerName},
274
275
  #else
275
- ${reflectionBlock?._2DSamplerName},
276
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._2DSamplerName},
276
277
  #endif
277
278
  #ifndef LODBASEDMICROSFURACE
278
- #ifdef ${reflectionBlock?._define3DName}
279
- ${reflectionBlock?._cubeSamplerName},
280
- ${reflectionBlock?._cubeSamplerName},
279
+ #ifdef ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._define3DName}
280
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._cubeSamplerName},
281
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._cubeSamplerName},
281
282
  #else
282
- ${reflectionBlock?._2DSamplerName},
283
- ${reflectionBlock?._2DSamplerName},
283
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._2DSamplerName},
284
+ ${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._2DSamplerName},
284
285
  #endif
285
286
  #endif
286
287
  #endif
287
- #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})
288
+ #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock === null || reflectionBlock === void 0 ? void 0 : reflectionBlock._defineSkyboxName})
288
289
  #ifdef RADIANCEOCCLUSION
289
290
  ambientMonochrome,
290
291
  #endif
@@ -318,8 +319,9 @@ export class ClearCoatBlock extends NodeMaterialBlock {
318
319
  return serializationObject;
319
320
  }
320
321
  _deserialize(serializationObject, scene, rootUrl) {
322
+ var _a;
321
323
  super._deserialize(serializationObject, scene, rootUrl);
322
- this.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;
324
+ this.remapF0OnInterfaceChange = (_a = serializationObject.remapF0OnInterfaceChange) !== null && _a !== void 0 ? _a : true;
323
325
  }
324
326
  }
325
327
  __decorate([