@babylonjs/core 5.30.0 → 5.31.1

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Files changed (91) hide show
  1. package/Animations/animatable.d.ts +1 -0
  2. package/Animations/animatable.js +7 -0
  3. package/Animations/animatable.js.map +1 -1
  4. package/Cameras/cameraInputsManager.d.ts +2 -2
  5. package/Cameras/cameraInputsManager.js +5 -4
  6. package/Cameras/cameraInputsManager.js.map +1 -1
  7. package/Engines/Extensions/engine.rawTexture.js +17 -0
  8. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  9. package/Engines/Extensions/engine.views.js +2 -2
  10. package/Engines/Extensions/engine.views.js.map +1 -1
  11. package/Engines/Processors/iShaderProcessor.d.ts +4 -0
  12. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  13. package/Engines/Processors/shaderCodeNode.js +11 -2
  14. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  15. package/Engines/Processors/shaderProcessor.js +4 -1
  16. package/Engines/Processors/shaderProcessor.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -0
  18. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +6 -0
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +36 -8
  21. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  22. package/Engines/nativeEngine.js +1 -0
  23. package/Engines/nativeEngine.js.map +1 -1
  24. package/Engines/thinEngine.js +6 -4
  25. package/Engines/thinEngine.js.map +1 -1
  26. package/Layers/effectLayer.js +1 -1
  27. package/Layers/effectLayer.js.map +1 -1
  28. package/Lights/Shadows/cascadedShadowGenerator.d.ts +3 -1
  29. package/Lights/Shadows/cascadedShadowGenerator.js +19 -16
  30. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  31. package/Lights/Shadows/shadowGenerator.d.ts +6 -2
  32. package/Lights/Shadows/shadowGenerator.js +40 -11
  33. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  34. package/Lights/Shadows/shadowGeneratorSceneComponent.js +16 -8
  35. package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
  36. package/Lights/light.d.ts +10 -3
  37. package/Lights/light.js +28 -6
  38. package/Lights/light.js.map +1 -1
  39. package/Lights/pointLight.js +6 -2
  40. package/Lights/pointLight.js.map +1 -1
  41. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +3 -1
  42. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +8 -2
  43. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
  45. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +11 -1
  46. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -0
  48. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +7 -1
  49. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  50. package/Materials/materialHelper.js +2 -1
  51. package/Materials/materialHelper.js.map +1 -1
  52. package/Materials/uniformBuffer.js +1 -1
  53. package/Materials/uniformBuffer.js.map +1 -1
  54. package/Maths/math.vector.d.ts +16 -0
  55. package/Maths/math.vector.js +16 -0
  56. package/Maths/math.vector.js.map +1 -1
  57. package/Meshes/abstractMesh.js +11 -7
  58. package/Meshes/abstractMesh.js.map +1 -1
  59. package/Meshes/mesh.d.ts +5 -3
  60. package/Meshes/mesh.js +30 -19
  61. package/Meshes/mesh.js.map +1 -1
  62. package/Meshes/transformNode.d.ts +1 -1
  63. package/Meshes/transformNode.js +1 -1
  64. package/Meshes/transformNode.js.map +1 -1
  65. package/Misc/sceneRecorder.js +10 -4
  66. package/Misc/sceneRecorder.js.map +1 -1
  67. package/PostProcesses/motionBlurPostProcess.js +7 -5
  68. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  69. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -3
  70. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  71. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  72. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  73. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +1 -1
  74. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
  75. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
  76. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  77. package/Shaders/fxaa.fragment.js +1 -1
  78. package/Shaders/fxaa.fragment.js.map +1 -1
  79. package/Shaders/motionBlur.fragment.js +2 -2
  80. package/Shaders/motionBlur.fragment.js.map +1 -1
  81. package/Shaders/shadowMap.fragment.js +6 -4
  82. package/Shaders/shadowMap.fragment.js.map +1 -1
  83. package/Shaders/shadowMap.vertex.js +2 -2
  84. package/Shaders/shadowMap.vertex.js.map +1 -1
  85. package/Shaders/spriteMap.fragment.js +1 -1
  86. package/Shaders/spriteMap.fragment.js.map +1 -1
  87. package/XR/webXRCamera.js +2 -0
  88. package/XR/webXRCamera.js.map +1 -1
  89. package/assetContainer.js +2 -2
  90. package/assetContainer.js.map +1 -1
  91. package/package.json +1 -1
@@ -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 { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { TextureBlock } from \"../Dual/textureBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"./TBNBlock\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragment\";\r\n\r\n/**\r\n * Block used to perturb normals based on a normal map\r\n */\r\nexport class PerturbNormalBlock extends NodeMaterialBlock {\r\n private _tangentSpaceParameterName = \"\";\r\n\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Invert X axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: false } })\r\n public invertX = false;\r\n /** Gets or sets a boolean indicating that normal should be inverted on Y axis */\r\n @editableInPropertyPage(\"Invert Y axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: false } })\r\n public invertY = false;\r\n /** Gets or sets a boolean indicating that parallax occlusion should be enabled */\r\n @editableInPropertyPage(\"Use parallax occlusion\", PropertyTypeForEdition.Boolean)\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Create a new PerturbNormalBlock\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._isUnique = true;\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, false);\r\n this.registerInput(\"strength\", NodeMaterialBlockConnectionPointTypes.Float, false);\r\n this.registerInput(\"viewDirection\", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"parallaxScale\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"parallaxHeight\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n // Fragment\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"uvOffset\", NodeMaterialBlockConnectionPointTypes.Vector2);\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 \"PerturbNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the normal map color input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the view direction input component\r\n */\r\n public get viewDirection(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the parallax scale input component\r\n */\r\n public get parallaxScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the parallax height input component\r\n */\r\n public get parallaxHeight(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\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 * Gets the uv offset output component\r\n */\r\n public get uvOffset(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n const normalSamplerName = (this.normalMapColor.connectedPoint!._ownerBlock as TextureBlock).samplerName;\r\n const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n defines.setValue(\"BUMP\", true);\r\n defines.setValue(\"PARALLAX\", useParallax, true);\r\n defines.setValue(\"PARALLAXOCCLUSION\", this.useParallaxOcclusion, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n if (nodeMaterial.getScene()._mirroredCameraPosition) {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? 1.0 : -1.0, this.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? -1.0 : 1.0, this.invertY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\");\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute();\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n\r\n if (!this.strength.isConnected) {\r\n const strengthInput = new InputBlock(\"strength\");\r\n strengthInput.value = 1.0;\r\n strengthInput.output.connectTo(this.strength);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPosition;\r\n const worldNormal = this.worldNormal;\r\n const worldTangent = this.worldTangent;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentSpaceParameterName = state._getFreeDefineName(\"tangentSpaceParameter\");\r\n\r\n state._emitUniformFromString(this._tangentSpaceParameterName, \"vec2\");\r\n\r\n let normalSamplerName = null;\r\n if (this.normalMapColor.connectedPoint) {\r\n normalSamplerName = (this.normalMapColor.connectedPoint!._ownerBlock as TextureBlock).samplerName;\r\n }\r\n const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n const replaceForParallaxInfos = !this.parallaxScale.isConnectedToInputBlock\r\n ? \"0.05\"\r\n : this.parallaxScale.connectInputBlock!.isConstant\r\n ? state._emitFloat(this.parallaxScale.connectInputBlock!.value)\r\n : this.parallaxScale.associatedVariableName;\r\n\r\n const replaceForBumpInfos =\r\n this.strength.isConnectedToInputBlock && this.strength.connectInputBlock!.isConstant\r\n ? `\\r\\n#if !defined(NORMALXYSCALE)\\r\\n1.0/\\r\\n#endif\\r\\n${state._emitFloat(this.strength.connectInputBlock!.value)}`\r\n : `\\r\\n#if !defined(NORMALXYSCALE)\\r\\n1.0/\\r\\n#endif\\r\\n${this.strength.associatedVariableName}`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n const tbnVarying = { search: /varying mat3 vTBN/g, replace: \"\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n state.compilationString += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\r\\n`;\r\n state.compilationString += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n state.compilationString += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\\r\\n`;\r\n state.compilationString += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString, tbnVarying],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /#include<samplerFragmentDeclaration>\\(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump\\)/g, replace: \"\" },\r\n { search: /uniform sampler2D bumpSampler;/g, replace: \"\" },\r\n {\r\n search: /vec2 parallaxOcclusion\\(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale\\)/g,\r\n replace: \"#define inline\\r\\nvec2 parallaxOcclusion(vec3 vViewDirCoT, vec3 vNormalCoT, vec2 texCoord, float parallaxScale, sampler2D bumpSampler)\",\r\n },\r\n { search: /vec2 parallaxOffset\\(vec3 viewDir,float heightScale\\)/g, replace: \"vec2 parallaxOffset(vec3 viewDir, float heightScale, float height_)\" },\r\n { search: /texture2D\\(bumpSampler,vBumpUV\\)\\.w/g, replace: \"height_\" },\r\n ],\r\n });\r\n\r\n const uvForPerturbNormal =\r\n !useParallax || !normalSamplerName ? this.normalMapColor.associatedVariableName : `texture2D(${normalSamplerName}, ${uv.associatedVariableName} + uvOffset).xyz`;\r\n\r\n state.compilationString += this._declareOutput(this.output, state) + \" = vec4(0.);\\r\\n\";\r\n state.compilationString += state._emitCodeFromInclude(\"bumpFragment\", comments, {\r\n replaceStrings: [\r\n { search: /perturbNormal\\(TBN,texture2D\\(bumpSampler,vBumpUV\\+uvOffset\\).xyz,vBumpInfos.y\\)/g, replace: `perturbNormal(TBN, ${uvForPerturbNormal}, vBumpInfos.y)` },\r\n {\r\n search: /parallaxOcclusion\\(invTBN\\*-viewDirectionW,invTBN\\*normalW,vBumpUV,vBumpInfos.z\\)/g,\r\n replace: `parallaxOcclusion((invTBN * -viewDirectionW), (invTBN * normalW), vBumpUV, vBumpInfos.z, ${\r\n useParallax && this.useParallaxOcclusion ? normalSamplerName : \"bumpSampler\"\r\n })`,\r\n },\r\n {\r\n search: /parallaxOffset\\(invTBN\\*viewDirectionW,vBumpInfos\\.z\\)/g,\r\n replace: `parallaxOffset(invTBN * viewDirectionW, vBumpInfos.z, ${useParallax ? this.parallaxHeight.associatedVariableName : \"0.\"})`,\r\n },\r\n { search: /vTangentSpaceParams/g, replace: this._tangentSpaceParameterName },\r\n { search: /vBumpInfos.y/g, replace: replaceForBumpInfos },\r\n { search: /vBumpInfos.z/g, replace: replaceForParallaxInfos },\r\n { search: /vBumpUV/g, replace: uv.associatedVariableName },\r\n { search: /vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\" },\r\n { search: /normalW=/g, replace: this.output.associatedVariableName + \".xyz = \" },\r\n { search: /mat3\\(normalMatrix\\)\\*normalW/g, replace: \"mat3(normalMatrix) * \" + this.output.associatedVariableName + \".xyz\" },\r\n { search: /normalW/g, replace: worldNormal.associatedVariableName + \".xyz\" },\r\n { search: /viewDirectionW/g, replace: useParallax ? this.viewDirection.associatedVariableName : \"vec3(0.)\" },\r\n tangentReplaceString,\r\n ],\r\n });\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.invertX = ${this.invertX};\\r\\n`;\r\n\r\n codeString += `${this._codeVariableName}.invertY = ${this.invertY};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useParallaxOcclusion = ${this.useParallaxOcclusion};\\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.invertX = this.invertX;\r\n serializationObject.invertY = this.invertY;\r\n serializationObject.useParallaxOcclusion = this.useParallaxOcclusion;\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.invertX = serializationObject.invertX;\r\n this.invertY = serializationObject.invertY;\r\n this.useParallaxOcclusion = !!serializationObject.useParallaxOcclusion;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PerturbNormalBlock\", PerturbNormalBlock);\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 { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { TextureBlock } from \"../Dual/textureBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"./TBNBlock\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragment\";\r\n\r\n/**\r\n * Block used to perturb normals based on a normal map\r\n */\r\nexport class PerturbNormalBlock extends NodeMaterialBlock {\r\n private _tangentSpaceParameterName = \"\";\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Invert X axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: false } })\r\n public invertX = false;\r\n /** Gets or sets a boolean indicating that normal should be inverted on Y axis */\r\n @editableInPropertyPage(\"Invert Y axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: false } })\r\n public invertY = false;\r\n /** Gets or sets a boolean indicating that parallax occlusion should be enabled */\r\n @editableInPropertyPage(\"Use parallax occlusion\", PropertyTypeForEdition.Boolean)\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Create a new PerturbNormalBlock\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._isUnique = true;\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, false);\r\n this.registerInput(\"strength\", NodeMaterialBlockConnectionPointTypes.Float, false);\r\n this.registerInput(\"viewDirection\", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"parallaxScale\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"parallaxHeight\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n // Fragment\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"uvOffset\", NodeMaterialBlockConnectionPointTypes.Vector2);\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 \"PerturbNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the normal map color input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the view direction input component\r\n */\r\n public get viewDirection(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the parallax scale input component\r\n */\r\n public get parallaxScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the parallax height input component\r\n */\r\n public get parallaxHeight(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\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 * Gets the uv offset output component\r\n */\r\n public get uvOffset(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n const normalSamplerName = (this.normalMapColor.connectedPoint!._ownerBlock as TextureBlock).samplerName;\r\n const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n defines.setValue(\"BUMP\", true);\r\n defines.setValue(\"PARALLAX\", useParallax, true);\r\n defines.setValue(\"PARALLAXOCCLUSION\", this.useParallaxOcclusion, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (nodeMaterial.getScene()._mirroredCameraPosition) {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? 1.0 : -1.0, this.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? -1.0 : 1.0, this.invertY ? -1.0 : 1.0);\r\n }\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\");\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute();\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n\r\n if (!this.strength.isConnected) {\r\n const strengthInput = new InputBlock(\"strength\");\r\n strengthInput.value = 1.0;\r\n strengthInput.output.connectTo(this.strength);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPosition;\r\n const worldNormal = this.worldNormal;\r\n const worldTangent = this.worldTangent;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentSpaceParameterName = state._getFreeDefineName(\"tangentSpaceParameter\");\r\n\r\n state._emitUniformFromString(this._tangentSpaceParameterName, \"vec2\");\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, \"float\");\r\n\r\n let normalSamplerName = null;\r\n if (this.normalMapColor.connectedPoint) {\r\n normalSamplerName = (this.normalMapColor.connectedPoint!._ownerBlock as TextureBlock).samplerName;\r\n }\r\n const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n const replaceForParallaxInfos = !this.parallaxScale.isConnectedToInputBlock\r\n ? \"0.05\"\r\n : this.parallaxScale.connectInputBlock!.isConstant\r\n ? state._emitFloat(this.parallaxScale.connectInputBlock!.value)\r\n : this.parallaxScale.associatedVariableName;\r\n\r\n const replaceForBumpInfos =\r\n this.strength.isConnectedToInputBlock && this.strength.connectInputBlock!.isConstant\r\n ? `\\r\\n#if !defined(NORMALXYSCALE)\\r\\n1.0/\\r\\n#endif\\r\\n${state._emitFloat(this.strength.connectInputBlock!.value)}`\r\n : `\\r\\n#if !defined(NORMALXYSCALE)\\r\\n1.0/\\r\\n#endif\\r\\n${this.strength.associatedVariableName}`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n const tbnVarying = { search: /varying mat3 vTBN/g, replace: \"\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n state.compilationString += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\r\\n`;\r\n state.compilationString += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n state.compilationString += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\r\\n`;\r\n state.compilationString += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString, tbnVarying],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /#include<samplerFragmentDeclaration>\\(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump\\)/g, replace: \"\" },\r\n { search: /uniform sampler2D bumpSampler;/g, replace: \"\" },\r\n {\r\n search: /vec2 parallaxOcclusion\\(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale\\)/g,\r\n replace: \"#define inline\\r\\nvec2 parallaxOcclusion(vec3 vViewDirCoT, vec3 vNormalCoT, vec2 texCoord, float parallaxScale, sampler2D bumpSampler)\",\r\n },\r\n { search: /vec2 parallaxOffset\\(vec3 viewDir,float heightScale\\)/g, replace: \"vec2 parallaxOffset(vec3 viewDir, float heightScale, float height_)\" },\r\n { search: /texture2D\\(bumpSampler,vBumpUV\\)\\.w/g, replace: \"height_\" },\r\n ],\r\n });\r\n\r\n const uvForPerturbNormal =\r\n !useParallax || !normalSamplerName ? this.normalMapColor.associatedVariableName : `texture2D(${normalSamplerName}, ${uv.associatedVariableName} + uvOffset).xyz`;\r\n\r\n state.compilationString += this._declareOutput(this.output, state) + \" = vec4(0.);\\r\\n\";\r\n state.compilationString += state._emitCodeFromInclude(\"bumpFragment\", comments, {\r\n replaceStrings: [\r\n { search: /perturbNormal\\(TBN,texture2D\\(bumpSampler,vBumpUV\\+uvOffset\\).xyz,vBumpInfos.y\\)/g, replace: `perturbNormal(TBN, ${uvForPerturbNormal}, vBumpInfos.y)` },\r\n {\r\n search: /parallaxOcclusion\\(invTBN\\*-viewDirectionW,invTBN\\*normalW,vBumpUV,vBumpInfos.z\\)/g,\r\n replace: `parallaxOcclusion((invTBN * -viewDirectionW), (invTBN * normalW), vBumpUV, vBumpInfos.z, ${\r\n useParallax && this.useParallaxOcclusion ? normalSamplerName : \"bumpSampler\"\r\n })`,\r\n },\r\n {\r\n search: /parallaxOffset\\(invTBN\\*viewDirectionW,vBumpInfos\\.z\\)/g,\r\n replace: `parallaxOffset(invTBN * viewDirectionW, vBumpInfos.z, ${useParallax ? this.parallaxHeight.associatedVariableName : \"0.\"})`,\r\n },\r\n { search: /vTangentSpaceParams/g, replace: this._tangentSpaceParameterName },\r\n { search: /vBumpInfos.y/g, replace: replaceForBumpInfos },\r\n { search: /vBumpInfos.z/g, replace: replaceForParallaxInfos },\r\n { search: /vBumpUV/g, replace: uv.associatedVariableName },\r\n { search: /vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\" },\r\n { search: /normalW=/g, replace: this.output.associatedVariableName + \".xyz = \" },\r\n { search: /mat3\\(normalMatrix\\)\\*normalW/g, replace: \"mat3(normalMatrix) * \" + this.output.associatedVariableName + \".xyz\" },\r\n { search: /normalW/g, replace: worldNormal.associatedVariableName + \".xyz\" },\r\n { search: /viewDirectionW/g, replace: useParallax ? this.viewDirection.associatedVariableName : \"vec3(0.)\" },\r\n tangentReplaceString,\r\n ],\r\n });\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.invertX = ${this.invertX};\\r\\n`;\r\n\r\n codeString += `${this._codeVariableName}.invertY = ${this.invertY};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useParallaxOcclusion = ${this.useParallaxOcclusion};\\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.invertX = this.invertX;\r\n serializationObject.invertY = this.invertY;\r\n serializationObject.useParallaxOcclusion = this.useParallaxOcclusion;\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.invertX = serializationObject.invertX;\r\n this.invertY = serializationObject.invertY;\r\n this.useParallaxOcclusion = !!serializationObject.useParallaxOcclusion;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PerturbNormalBlock\", PerturbNormalBlock);\r\n"]}
@@ -3,10 +3,13 @@ import { NodeMaterialBlock } from "../../nodeMaterialBlock";
3
3
  import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState";
4
4
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint";
5
5
  import type { AbstractMesh } from "../../../../Meshes/abstractMesh";
6
+ import type { Mesh } from "../../../../Meshes/mesh";
7
+ import type { Effect } from "../../../effect";
6
8
  /**
7
9
  * Block used to implement the anisotropy module of the PBR material
8
10
  */
9
11
  export declare class AnisotropyBlock extends NodeMaterialBlock {
12
+ private _tangentCorrectionFactorName;
10
13
  /**
11
14
  * The two properties below are set by the main PBR block prior to calling methods of this class.
12
15
  * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.
@@ -64,5 +67,6 @@ export declare class AnisotropyBlock extends NodeMaterialBlock {
64
67
  */
65
68
  getCode(state: NodeMaterialBuildState, generateTBNSpace?: boolean): string;
66
69
  prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
70
+ bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
67
71
  protected _buildBlock(state: NodeMaterialBuildState): this;
68
72
  }
@@ -15,6 +15,7 @@ export class AnisotropyBlock extends NodeMaterialBlock {
15
15
  */
16
16
  constructor(name) {
17
17
  super(name, NodeMaterialBlockTargets.Fragment);
18
+ this._tangentCorrectionFactorName = "";
18
19
  this._isUnique = true;
19
20
  this.registerInput("intensity", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);
20
21
  this.registerInput("direction", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);
@@ -101,7 +102,7 @@ export class AnisotropyBlock extends NodeMaterialBlock {
101
102
  else if (worldTangent.isConnected) {
102
103
  code += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\r\n`;
103
104
  code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\r\n`;
104
- code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\r\n`;
105
+ code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\r\n`;
105
106
  code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\r\n`;
106
107
  }
107
108
  code += `
@@ -146,9 +147,18 @@ export class AnisotropyBlock extends NodeMaterialBlock {
146
147
  defines.setValue("ANISOTROPIC", true);
147
148
  defines.setValue("ANISOTROPIC_TEXTURE", false, true);
148
149
  }
150
+ bind(effect, nodeMaterial, mesh) {
151
+ super.bind(effect, nodeMaterial, mesh);
152
+ if (mesh) {
153
+ effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);
154
+ }
155
+ }
149
156
  _buildBlock(state) {
150
157
  if (state.target === NodeMaterialBlockTargets.Fragment) {
151
158
  state.sharedData.blocksWithDefines.push(this);
159
+ state.sharedData.bindableBlocks.push(this);
160
+ this._tangentCorrectionFactorName = state._getFreeDefineName("tangentCorrectionFactor");
161
+ state._emitUniformFromString(this._tangentCorrectionFactorName, "float");
152
162
  }
153
163
  return this;
154
164
  }
@@ -1 +1 @@
1
- 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type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\n\r\n/**\r\n * Block used to implement the anisotropy module of the PBR material\r\n */\r\nexport class AnisotropyBlock extends NodeMaterialBlock {\r\n /**\r\n * The two properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Create a new AnisotropyBlock\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._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true); // need this property and the next one in case there's no PerturbNormal block connected to the main PBR block\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"anisotropy\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Output, AnisotropyBlock, \"AnisotropyBlock\")\r\n );\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(\"anisotropicOut\");\r\n state._excludeVariableName(\"TBN\");\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 \"AnisotropyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the worldTangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object output component\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPositionConnectionPoint;\r\n const worldNormal = this.worldNormalConnectionPoint;\r\n const worldTangent = this.worldTangent;\r\n\r\n if (!uv.isConnected) {\r\n // we must set the uv input as optional because we may not end up in this method (in case a PerturbNormal block is linked to the PBR material)\r\n // in which case uv is not required. But if we do come here, we do need the uv, so we have to raise an error but not with throw, else\r\n // it will stop the building of the node material and will lead to errors in the editor!\r\n console.error(\"You must connect the 'uv' input of the Anisotropy block!\");\r\n }\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\\r\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n code += `\r\n #if defined(${worldTangent.isConnected ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n mat3 TBN = vTBN;\r\n #else\r\n mat3 TBN = cotangent_frame(${worldNormal.associatedVariableName + \".xyz\"}, ${\"v_\" + worldPosition.associatedVariableName + \".xyz\"}, ${\r\n uv.isConnected ? uv.associatedVariableName : \"vec2(0.)\"\r\n }, vec2(1., 1.));\r\n #endif\\r\\n`;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, generateTBNSpace = false): string {\r\n let code = \"\";\r\n\r\n if (generateTBNSpace) {\r\n code += this._generateTBNSpace(state);\r\n }\r\n\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.0\";\r\n const direction = this.direction.isConnected ? this.direction.associatedVariableName : \"vec2(1., 0.)\";\r\n\r\n code += `anisotropicOutParams anisotropicOut;\r\n anisotropicBlock(\r\n vec3(${direction}, ${intensity}),\r\n #ifdef ANISOTROPIC_TEXTURE\r\n vec3(0.),\r\n #endif\r\n TBN,\r\n normalW,\r\n viewDirectionW,\r\n anisotropicOut\r\n );\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"ANISOTROPIC\", true);\r\n defines.setValue(\"ANISOTROPIC_TEXTURE\", false, true);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AnisotropyBlock\", AnisotropyBlock);\r\n"]}
1
+ 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type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\n/**\r\n * Block used to implement the anisotropy module of the PBR material\r\n */\r\nexport class AnisotropyBlock extends NodeMaterialBlock {\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * The two properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Create a new AnisotropyBlock\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._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true); // need this property and the next one in case there's no PerturbNormal block connected to the main PBR block\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"anisotropy\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Output, AnisotropyBlock, \"AnisotropyBlock\")\r\n );\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(\"anisotropicOut\");\r\n state._excludeVariableName(\"TBN\");\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 \"AnisotropyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the worldTangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object output component\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPositionConnectionPoint;\r\n const worldNormal = this.worldNormalConnectionPoint;\r\n const worldTangent = this.worldTangent;\r\n\r\n if (!uv.isConnected) {\r\n // we must set the uv input as optional because we may not end up in this method (in case a PerturbNormal block is linked to the PBR material)\r\n // in which case uv is not required. But if we do come here, we do need the uv, so we have to raise an error but not with throw, else\r\n // it will stop the building of the node material and will lead to errors in the editor!\r\n console.error(\"You must connect the 'uv' input of the Anisotropy block!\");\r\n }\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\r\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n code += `\r\n #if defined(${worldTangent.isConnected ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n mat3 TBN = vTBN;\r\n #else\r\n mat3 TBN = cotangent_frame(${worldNormal.associatedVariableName + \".xyz\"}, ${\"v_\" + worldPosition.associatedVariableName + \".xyz\"}, ${\r\n uv.isConnected ? uv.associatedVariableName : \"vec2(0.)\"\r\n }, vec2(1., 1.));\r\n #endif\\r\\n`;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, generateTBNSpace = false): string {\r\n let code = \"\";\r\n\r\n if (generateTBNSpace) {\r\n code += this._generateTBNSpace(state);\r\n }\r\n\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.0\";\r\n const direction = this.direction.isConnected ? this.direction.associatedVariableName : \"vec2(1., 0.)\";\r\n\r\n code += `anisotropicOutParams anisotropicOut;\r\n anisotropicBlock(\r\n vec3(${direction}, ${intensity}),\r\n #ifdef ANISOTROPIC_TEXTURE\r\n vec3(0.),\r\n #endif\r\n TBN,\r\n normalW,\r\n viewDirectionW,\r\n anisotropicOut\r\n );\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"ANISOTROPIC\", true);\r\n defines.setValue(\"ANISOTROPIC_TEXTURE\", false, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, \"float\");\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AnisotropyBlock\", AnisotropyBlock);\r\n"]}
@@ -13,6 +13,7 @@ import type { Effect } from "../../../effect";
13
13
  */
14
14
  export declare class ClearCoatBlock extends NodeMaterialBlock {
15
15
  private _scene;
16
+ private _tangentCorrectionFactorName;
16
17
  /**
17
18
  * Create a new ClearCoatBlock
18
19
  * @param name defines the block name
@@ -19,6 +19,7 @@ export class ClearCoatBlock extends NodeMaterialBlock {
19
19
  */
20
20
  constructor(name) {
21
21
  super(name, NodeMaterialBlockTargets.Fragment);
22
+ this._tangentCorrectionFactorName = "";
22
23
  /**
23
24
  * Defines if the F0 value should be remapped to account for the interface change in the material.
24
25
  */
@@ -166,6 +167,9 @@ export class ClearCoatBlock extends NodeMaterialBlock {
166
167
  else {
167
168
  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);
168
169
  }
170
+ if (mesh) {
171
+ effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);
172
+ }
169
173
  }
170
174
  _generateTBNSpace(state, worldPositionVarName, worldNormalVarName) {
171
175
  let code = "";
@@ -184,7 +188,7 @@ export class ClearCoatBlock extends NodeMaterialBlock {
184
188
  else if (worldTangent.isConnected) {
185
189
  code += `vec3 tbnNormal = normalize(${worldNormalVarName}.xyz);\r\n`;
186
190
  code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\r\n`;
187
- code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\r\n`;
191
+ code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\r\n`;
188
192
  code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\r\n`;
189
193
  }
190
194
  state._emitFunctionFromInclude("bumpFragmentMainFunctions", comments, {
@@ -305,6 +309,8 @@ export class ClearCoatBlock extends NodeMaterialBlock {
305
309
  if (state.target === NodeMaterialBlockTargets.Fragment) {
306
310
  state.sharedData.bindableBlocks.push(this);
307
311
  state.sharedData.blocksWithDefines.push(this);
312
+ this._tangentCorrectionFactorName = state._getFreeDefineName("tangentCorrectionFactor");
313
+ state._emitUniformFromString(this._tangentCorrectionFactorName, "float");
308
314
  }
309
315
  return this;
310
316
  }
@@ -1 +1 @@
1
- {"version":3,"file":"clearCoatBlock.js","sourceRoot":"","sources":["../../../../../../../../lts/core/generated/Materials/Node/Blocks/PBR/clearCoatBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAG1G,OAAO,EAAE,oCAAoC,EAAE,MAAM,wCAAwC,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACjD,OAAO,EAAE,uCAAuC,EAAE,MAAM,+CAA+C,CAAC;AAUxG,OAAO,EAAE,yBAAyB,EAAE,MAAM,wCAAwC,CAAC;AACnF,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,6BAA6B,CAAC;AAC7F,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,iBAAiB;IAGjD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QA+BnD;;WAEG;QAEI,6BAAwB,GAAY,IAAI,CAAC;QAjC5C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACtH,IAAI,CAAC,aAAa,CAAC,mBAAmB,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC9H,IAAI,CAAC,aAAa,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC5H,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACjH,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC1H,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;QACxF,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;QACvF,IAAI,CAAC,WAAW,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAClG,IAAI,CAAC,aAAa,CACd,KAAK,EACL,qCAAqC,CAAC,MAAM,EAC5C,IAAI,EACJ,wBAAwB,CAAC,iBAAiB,EAC1C,IAAI,uCAAuC,CAAC,KAAK,EAAE,IAAI,EAAE,oCAAoC,CAAC,KAAK,EAAE,QAAQ,EAAE,UAAU,CAAC,CAC7H,CAAC;QAEF,IAAI,CAAC,cAAc,CACf,WAAW,EACX,qCAAqC,CAAC,MAAM,EAC5C,wBAAwB,CAAC,QAAQ,EACjC,IAAI,uCAAuC,CAAC,WAAW,EAAE,IAAI,EAAE,oCAAoC,CAAC,MAAM,EAAE,cAAc,EAAE,gBAAgB,CAAC,CAChJ,CAAC;IACN,CAAC;IAQD;;;OAGG;IACI,UAAU,CAAC,KAA6B;QAC3C,KAAK,CAAC,oBAAoB,CAAC,cAAc,CAAC,CAAC;QAC3C,KAAK,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,CAAC;QAC/C,KAAK,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,CAAC;QACnD,KAAK,CAAC,oBAAoB,CAAC,4BAA4B,CAAC,CAAC;QACzD,KAAK,CAAC,oBAAoB,CAAC,8BAA8B,CAAC,CAAC;QAC3D,KAAK,CAAC,oBAAoB,CAAC,2BAA2B,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,gEAAgE;IAChE,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa;QAChB,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE;YAC7B,MAAM,cAAc,GAAG,IAAI,UAAU,CAAC,qBAAqB,EAAE,wBAAwB,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YAC7I,cAAc,CAAC,KAAK,GAAG,CAAC,CAAC;YACzB,cAAc,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SACnD;IACL,CAAC;IAEM,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QAC9F,KAAK,CAAC,cAAc,CAAC,IAAI,EAAE,YAAY,EAAE,OAAO,CAAC,CAAC;QAElD,OAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;QACpC,OAAO,CAAC,QAAQ,CAAC,mBAAmB,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QACnD,OAAO,CAAC,QAAQ,CAAC,0CAA0C,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACzE,OAAO,CAAC,QAAQ,CAAC,gBAAgB,EAAE,IAAI,CAAC,SAAS,CAAC,WAAW,IAAI,IAAI,CAAC,aAAa,CAAC,WAAW,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;QAC1I,OAAO,CAAC,QAAQ,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;QAC1E,OAAO,CAAC,QAAQ,CACZ,sBAAsB,EACtB,IAAI,CAAC,iBAAiB,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,iBAAkB,CAAC,KAAK,KAAK,yBAAyB,CAAC,yBAAyB,CAAC,CAAC,CAAC,IAAI,EACnJ,IAAI,CACP,CAAC;QACF,OAAO,CAAC,QAAQ,CAAC,oBAAoB,EAAE,IAAI,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;IAChF,CAAC;IAEM,IAAI,CAAC,MAAc,EAAE,YAA0B,EAAE,IAAW;;QAC/D,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;QAEvC,+BAA+B;QAC/B,MAAM,iBAAiB,GAAG,MAAA,MAAA,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,0CAAE,KAAK,mCAAI,yBAAyB,CAAC,yBAAyB,CAAC;QAEjI,MAAM,CAAC,GAAG,CAAC,GAAG,iBAAiB,CAAC;QAChC,MAAM,CAAC,GAAG,CAAC,GAAG,iBAAiB,CAAC;QAChC,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CA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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { PBRMetallicRoughnessBlock } from \"./pbrMetallicRoughnessBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { PBRClearCoatConfiguration } from \"../../../PBR/pbrClearCoatConfiguration\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n private _scene: Scene;\r\n\r\n /**\r\n * Create a new ClearCoatBlock\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._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.worldNormal.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @editableInPropertyPage(\"Remap F0 on interface change\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public remapF0OnInterfaceChange: boolean = true;\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(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n state._excludeVariableName(\"vGeometricNormaClearCoatW\");\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 \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", false, true);\r\n defines.setValue(\"CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.normalMapColor.isConnected, true);\r\n defines.setValue(\r\n \"CLEARCOAT_DEFAULTIOR\",\r\n this.indexOfRefraction.isConnected ? this.indexOfRefraction.connectInputBlock!.value === PBRClearCoatConfiguration._DefaultIndexOfRefraction : true,\r\n true\r\n );\r\n defines.setValue(\"CLEARCOAT_REMAP_F0\", this.remapF0OnInterfaceChange, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? (this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock) : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? (mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock) : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const worldTangent = this.worldTangent;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormalVarName}.xyz);\\r\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\\r\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(\r\n state: NodeMaterialBuildState,\r\n ccBlock: Nullable<ClearCoatBlock>,\r\n reflectionBlock: Nullable<ReflectionBlock>,\r\n worldPosVarName: string,\r\n generateTBNSpace: boolean,\r\n vTBNAvailable: boolean,\r\n worldNormalVarName: string\r\n ): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : \"vec3(0.)\";\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : \"vec2(0.)\";\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = \"vec4(0.)\";\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", \"vec4\");\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", \"vec2\");\r\n\r\n const normalShading = ccBlock.worldNormal;\r\n code += `vec3 vGeometricNormaClearCoatW = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\r\\n`;\r\n } else {\r\n code += `vec3 vGeometricNormaClearCoatW = geometricNormalW;\\r\\n`;\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n code += `clearcoatOutParams clearcoatOut;\r\n\r\n #ifdef CLEARCOAT\r\n vec2 vClearCoatParams = vec2(${intensity}, ${roughness});\r\n vec4 vClearCoatTintParams = vec4(${tintColor}, ${tintThickness});\r\n\r\n clearcoatBlock(\r\n ${worldPosVarName}.xyz,\r\n vGeometricNormaClearCoatW,\r\n viewDirectionW,\r\n vClearCoatParams,\r\n specularEnvironmentR0,\r\n #ifdef CLEARCOAT_TEXTURE\r\n vec2(0.),\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n vClearCoatTintParams,\r\n ${tintAtDistance},\r\n vClearCoatRefractionParams,\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n ${tintTexture},\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n vec2(0., 1.),\r\n vec4(${normalMapColor}, 0.),\r\n ${uv},\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n vTBN,\r\n #else\r\n vClearCoatTangentSpaceParams,\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n normalMatrix,\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n faceNormal,\r\n #endif\r\n #ifdef REFLECTION\r\n ${reflectionBlock?._vReflectionMicrosurfaceInfosName},\r\n ${reflectionBlock?._vReflectionInfosName},\r\n ${reflectionBlock?.reflectionColor},\r\n vLightingIntensity,\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})\r\n #ifdef RADIANCEOCCLUSION\r\n ambientMonochrome,\r\n #endif\r\n #endif\r\n #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\r\n (gl_FrontFacing ? 1. : -1.),\r\n #endif\r\n clearcoatOut\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\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}.remapF0OnInterfaceChange = ${this.remapF0OnInterfaceChange};\\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.remapF0OnInterfaceChange = this.remapF0OnInterfaceChange;\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.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClearCoatBlock\", ClearCoatBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { PBRMetallicRoughnessBlock } from \"./pbrMetallicRoughnessBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { PBRClearCoatConfiguration } from \"../../../PBR/pbrClearCoatConfiguration\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n private _scene: Scene;\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * Create a new ClearCoatBlock\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._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.worldNormal.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @editableInPropertyPage(\"Remap F0 on interface change\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public remapF0OnInterfaceChange: boolean = true;\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(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n state._excludeVariableName(\"vGeometricNormaClearCoatW\");\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 \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", false, true);\r\n defines.setValue(\"CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.normalMapColor.isConnected, true);\r\n defines.setValue(\r\n \"CLEARCOAT_DEFAULTIOR\",\r\n this.indexOfRefraction.isConnected ? this.indexOfRefraction.connectInputBlock!.value === PBRClearCoatConfiguration._DefaultIndexOfRefraction : true,\r\n true\r\n );\r\n defines.setValue(\"CLEARCOAT_REMAP_F0\", this.remapF0OnInterfaceChange, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? (this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock) : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? (mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock) : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const worldTangent = this.worldTangent;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormalVarName}.xyz);\\r\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\r\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(\r\n state: NodeMaterialBuildState,\r\n ccBlock: Nullable<ClearCoatBlock>,\r\n reflectionBlock: Nullable<ReflectionBlock>,\r\n worldPosVarName: string,\r\n generateTBNSpace: boolean,\r\n vTBNAvailable: boolean,\r\n worldNormalVarName: string\r\n ): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : \"vec3(0.)\";\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : \"vec2(0.)\";\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = \"vec4(0.)\";\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", \"vec4\");\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", \"vec2\");\r\n\r\n const normalShading = ccBlock.worldNormal;\r\n code += `vec3 vGeometricNormaClearCoatW = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\r\\n`;\r\n } else {\r\n code += `vec3 vGeometricNormaClearCoatW = geometricNormalW;\\r\\n`;\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n code += `clearcoatOutParams clearcoatOut;\r\n\r\n #ifdef CLEARCOAT\r\n vec2 vClearCoatParams = vec2(${intensity}, ${roughness});\r\n vec4 vClearCoatTintParams = vec4(${tintColor}, ${tintThickness});\r\n\r\n clearcoatBlock(\r\n ${worldPosVarName}.xyz,\r\n vGeometricNormaClearCoatW,\r\n viewDirectionW,\r\n vClearCoatParams,\r\n specularEnvironmentR0,\r\n #ifdef CLEARCOAT_TEXTURE\r\n vec2(0.),\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n vClearCoatTintParams,\r\n ${tintAtDistance},\r\n vClearCoatRefractionParams,\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n ${tintTexture},\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n vec2(0., 1.),\r\n vec4(${normalMapColor}, 0.),\r\n ${uv},\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n vTBN,\r\n #else\r\n vClearCoatTangentSpaceParams,\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n normalMatrix,\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n faceNormal,\r\n #endif\r\n #ifdef REFLECTION\r\n ${reflectionBlock?._vReflectionMicrosurfaceInfosName},\r\n ${reflectionBlock?._vReflectionInfosName},\r\n ${reflectionBlock?.reflectionColor},\r\n vLightingIntensity,\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})\r\n #ifdef RADIANCEOCCLUSION\r\n ambientMonochrome,\r\n #endif\r\n #endif\r\n #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\r\n (gl_FrontFacing ? 1. : -1.),\r\n #endif\r\n clearcoatOut\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, \"float\");\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}.remapF0OnInterfaceChange = ${this.remapF0OnInterfaceChange};\\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.remapF0OnInterfaceChange = this.remapF0OnInterfaceChange;\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.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClearCoatBlock\", ClearCoatBlock);\r\n"]}
@@ -362,6 +362,7 @@ export class MaterialHelper {
362
362
  * @param state.lightmapMode
363
363
  */
364
364
  static PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state) {
365
+ var _a;
365
366
  state.needNormals = true;
366
367
  if (defines["LIGHT" + lightIndex] === undefined) {
367
368
  state.needRebuild = true;
@@ -408,7 +409,7 @@ export class MaterialHelper {
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409
  defines["SHADOWLOWQUALITY" + lightIndex] = false;
409
410
  defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
410
411
  if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
411
- const shadowGenerator = light.getShadowGenerator();
412
+ const shadowGenerator = (_a = light.getShadowGenerator(scene.activeCamera)) !== null && _a !== void 0 ? _a : light.getShadowGenerator();
412
413
  if (shadowGenerator) {
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414
  const shadowMap = shadowGenerator.getShadowMap();
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415
  if (shadowMap) {