@babylonjs/core 5.3.0 → 5.4.0

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Files changed (50) hide show
  1. package/Behaviors/Cameras/autoRotationBehavior.d.ts +7 -0
  2. package/Behaviors/Cameras/autoRotationBehavior.js +15 -0
  3. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  4. package/Cameras/camera.d.ts +2 -1
  5. package/Cameras/camera.js +4 -1
  6. package/Cameras/camera.js.map +1 -1
  7. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -2
  8. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  10. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  11. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
  12. package/Engines/WebGPU/webgpuTextureHelper.js +16 -3
  13. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  14. package/Engines/constants.d.ts +4 -0
  15. package/Engines/constants.js +4 -0
  16. package/Engines/constants.js.map +1 -1
  17. package/Engines/engine.d.ts +2 -2
  18. package/Engines/thinEngine.js +2 -2
  19. package/Engines/thinEngine.js.map +1 -1
  20. package/Engines/webgpuEngine.js +14 -5
  21. package/Engines/webgpuEngine.js.map +1 -1
  22. package/Layers/effectLayer.js +1 -1
  23. package/Layers/effectLayer.js.map +1 -1
  24. package/Materials/Background/backgroundMaterial.js +1 -1
  25. package/Materials/Background/backgroundMaterial.js.map +1 -1
  26. package/Materials/Textures/cubeTexture.js +3 -0
  27. package/Materials/Textures/cubeTexture.js.map +1 -1
  28. package/Materials/materialHelper.js +1 -1
  29. package/Materials/materialHelper.js.map +1 -1
  30. package/Materials/shaderMaterial.js +1 -0
  31. package/Materials/shaderMaterial.js.map +1 -1
  32. package/Maths/math.vector.d.ts +4 -0
  33. package/Maths/math.vector.js +10 -0
  34. package/Maths/math.vector.js.map +1 -1
  35. package/Meshes/subMesh.js +1 -1
  36. package/Meshes/subMesh.js.map +1 -1
  37. package/Meshes/thinInstanceMesh.js +2 -1
  38. package/Meshes/thinInstanceMesh.js.map +1 -1
  39. package/Physics/Plugins/oimoJSPlugin.js +1 -1
  40. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  41. package/Rendering/renderingGroup.js +8 -0
  42. package/Rendering/renderingGroup.js.map +1 -1
  43. package/Shaders/pbr.vertex.js +1 -1
  44. package/Shaders/pbr.vertex.js.map +1 -1
  45. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  46. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  47. package/package.json +1 -1
  48. package/scene.d.ts +3 -1
  49. package/scene.js +7 -3
  50. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport { ThinMaterialHelper } from \"./thinMaterialHelper\";\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n const matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(\r\n mesh: AbstractMesh,\r\n scene: Scene,\r\n useLogarithmicDepth: boolean,\r\n pointsCloud: boolean,\r\n fogEnabled: boolean,\r\n alphaTest: boolean,\r\n defines: any\r\n ): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(\r\n scene: Scene,\r\n engine: Engine,\r\n defines: any,\r\n useInstances: boolean,\r\n useClipPlane: Nullable<boolean> = null,\r\n useThinInstances: boolean = false\r\n ): void {\r\n let changed = false;\r\n let useClipPlane1 = false;\r\n let useClipPlane2 = false;\r\n let useClipPlane3 = false;\r\n let useClipPlane4 = false;\r\n let useClipPlane5 = false;\r\n let useClipPlane6 = false;\r\n\r\n useClipPlane1 = useClipPlane == null ? scene.clipPlane !== undefined && scene.clipPlane !== null : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? scene.clipPlane2 !== undefined && scene.clipPlane2 !== null : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? scene.clipPlane3 !== undefined && scene.clipPlane3 !== null : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? scene.clipPlane4 !== undefined && scene.clipPlane4 !== null : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? scene.clipPlane5 !== undefined && scene.clipPlane5 !== null : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? scene.clipPlane6 !== undefined && scene.clipPlane6 !== null : useClipPlane;\r\n\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n // ensure defines.INSTANCESCOLOR is not out of sync with instances\r\n if (defines[\"INSTANCESCOLOR\"] && !defines[\"INSTANCES\"]) {\r\n defines[\"INSTANCESCOLOR\"] = false;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = mesh.skeleton.bones.length + 1;\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = manager.numInfluencers > 0;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(\r\n mesh: AbstractMesh,\r\n defines: any,\r\n useVertexColor: boolean,\r\n useBones: boolean,\r\n useMorphTargets = false,\r\n useVertexAlpha = true,\r\n useBakedVertexAnimation = true\r\n ): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= Constants.MAX_SUPPORTED_UV_SETS; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind)) {\r\n defines[\"INSTANCESCOLOR\"] = true;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n const previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n ];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n * @param state.needNormals\r\n * @param state.needRebuild\r\n * @param state.shadowEnabled\r\n * @param state.specularEnabled\r\n * @param state.lightmapMode\r\n */\r\n public static PrepareDefinesForLight(\r\n scene: Scene,\r\n mesh: AbstractMesh,\r\n light: Light,\r\n lightIndex: number,\r\n defines: any,\r\n specularSupported: boolean,\r\n state: {\r\n needNormals: boolean;\r\n needRebuild: boolean;\r\n shadowEnabled: boolean;\r\n specularEnabled: boolean;\r\n lightmapMode: boolean;\r\n }\r\n ) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n const shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY;\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n let lightIndex = 0;\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (const light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (let index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n const caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] =\r\n state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(\r\n lightIndex: number,\r\n uniformsList: string[],\r\n samplersList: string[],\r\n projectedLightTexture?: any,\r\n uniformBuffersList: Nullable<string[]> = null,\r\n updateOnlyBuffersList = false\r\n ) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(\r\n uniformsListOrOptions: string[] | IEffectCreationOptions,\r\n samplersList?: string[],\r\n defines?: any,\r\n maxSimultaneousLights = 4\r\n ): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n const options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static _TmpMorphInfluencers = { NUM_MORPH_INFLUENCERS: 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n const normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (let index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (let i = 0; i < len; i++) {\r\n const light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _TempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._TempFogColor);\r\n effect.setColor3(\"vFogColor\", this._TempFogColor);\r\n } else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"]) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene the clip plane information are extracted from\r\n */\r\n public static BindClipPlane(effect: Effect, scene: Scene): void {\r\n ThinMaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport { ThinMaterialHelper } from \"./thinMaterialHelper\";\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n const matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(\r\n mesh: AbstractMesh,\r\n scene: Scene,\r\n useLogarithmicDepth: boolean,\r\n pointsCloud: boolean,\r\n fogEnabled: boolean,\r\n alphaTest: boolean,\r\n defines: any\r\n ): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(\r\n scene: Scene,\r\n engine: Engine,\r\n defines: any,\r\n useInstances: boolean,\r\n useClipPlane: Nullable<boolean> = null,\r\n useThinInstances: boolean = false\r\n ): void {\r\n let changed = false;\r\n let useClipPlane1 = false;\r\n let useClipPlane2 = false;\r\n let useClipPlane3 = false;\r\n let useClipPlane4 = false;\r\n let useClipPlane5 = false;\r\n let useClipPlane6 = false;\r\n\r\n useClipPlane1 = useClipPlane == null ? scene.clipPlane !== undefined && scene.clipPlane !== null : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? scene.clipPlane2 !== undefined && scene.clipPlane2 !== null : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? scene.clipPlane3 !== undefined && scene.clipPlane3 !== null : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? scene.clipPlane4 !== undefined && scene.clipPlane4 !== null : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? scene.clipPlane5 !== undefined && scene.clipPlane5 !== null : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? scene.clipPlane6 !== undefined && scene.clipPlane6 !== null : useClipPlane;\r\n\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n // ensure defines.INSTANCESCOLOR is not out of sync with instances\r\n if (defines[\"INSTANCESCOLOR\"] && !defines[\"INSTANCES\"]) {\r\n defines[\"INSTANCESCOLOR\"] = false;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = mesh.skeleton.bones.length + 1;\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = manager.numInfluencers > 0;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(\r\n mesh: AbstractMesh,\r\n defines: any,\r\n useVertexColor: boolean,\r\n useBones: boolean,\r\n useMorphTargets = false,\r\n useVertexAlpha = true,\r\n useBakedVertexAnimation = true\r\n ): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= Constants.MAX_SUPPORTED_UV_SETS; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind) && (mesh.hasInstances || mesh.hasThinInstances)) {\r\n defines[\"INSTANCESCOLOR\"] = true;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n const previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n ];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n * @param state.needNormals\r\n * @param state.needRebuild\r\n * @param state.shadowEnabled\r\n * @param state.specularEnabled\r\n * @param state.lightmapMode\r\n */\r\n public static PrepareDefinesForLight(\r\n scene: Scene,\r\n mesh: AbstractMesh,\r\n light: Light,\r\n lightIndex: number,\r\n defines: any,\r\n specularSupported: boolean,\r\n state: {\r\n needNormals: boolean;\r\n needRebuild: boolean;\r\n shadowEnabled: boolean;\r\n specularEnabled: boolean;\r\n lightmapMode: boolean;\r\n }\r\n ) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n const shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY;\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n let lightIndex = 0;\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (const light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (let index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n const caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] =\r\n state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(\r\n lightIndex: number,\r\n uniformsList: string[],\r\n samplersList: string[],\r\n projectedLightTexture?: any,\r\n uniformBuffersList: Nullable<string[]> = null,\r\n updateOnlyBuffersList = false\r\n ) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(\r\n uniformsListOrOptions: string[] | IEffectCreationOptions,\r\n samplersList?: string[],\r\n defines?: any,\r\n maxSimultaneousLights = 4\r\n ): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n const options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static _TmpMorphInfluencers = { NUM_MORPH_INFLUENCERS: 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n const normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (let index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (let i = 0; i < len; i++) {\r\n const light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _TempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._TempFogColor);\r\n effect.setColor3(\"vFogColor\", this._TempFogColor);\r\n } else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"]) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene the clip plane information are extracted from\r\n */\r\n public static BindClipPlane(effect: Effect, scene: Scene): void {\r\n ThinMaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n}\r\n"]}
@@ -1057,6 +1057,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
1057
1057
  ShaderMaterial.prototype.serialize = function () {
1058
1058
  var serializationObject = SerializationHelper.Serialize(this);
1059
1059
  serializationObject.customType = "BABYLON.ShaderMaterial";
1060
+ serializationObject.uniqueId = this.uniqueId;
1060
1061
  serializationObject.options = this._options;
1061
1062
  serializationObject.shaderPath = this._shaderPath;
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  serializationObject.storeEffectOnSubMeshes = this._storeEffectOnSubMeshes;