@babylonjs/core 5.43.1 → 5.43.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -213,6 +213,7 @@ export class Effect {
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  migratedFragmentCode = processFinalCode("fragment", migratedFragmentCode);
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  }
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  const finalShaders = ShaderProcessor.Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);
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+ processorOptions = null; // avoid some GC leaks because of code below (related to proxyFunction(name).bind(this))
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  this._useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName);
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  }, this._engine);
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  }
@@ -234,7 +235,6 @@ export class Effect {
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  shaderCodes[1] = fragmentCode;
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  shadersLoaded();
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  });
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- processorOptions = null; // avoid some GC leaks because of code below (related to proxyFunction(name).bind(this))
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  const proxyFunction = function (functionName) {
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  // check if the function exists in the pipelineContext
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  return function () {
@@ -1 +1 @@
1
- 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{ Observable } from \"../Misc/observable\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IDisposable } from \"../scene\";\r\nimport type { IPipelineContext } from \"../Engines/IPipelineContext\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions, ShaderCustomProcessingFunction, ShaderProcessingContext } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectFallbacks } from \"./iEffectFallbacks\";\r\nimport { ShaderStore as EngineShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type ThinTexture = import(\"../Materials/Textures/thinTexture\").ThinTexture;\r\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Options to be used when creating an effect.\r\n */\r\nexport interface IEffectCreationOptions {\r\n /**\r\n * Attributes that will be used in the shader.\r\n */\r\n attributes: string[];\r\n /**\r\n * Uniform variable names that will be set in the shader.\r\n */\r\n uniformsNames: string[];\r\n /**\r\n * Uniform buffer variable names that will be set in the shader.\r\n */\r\n uniformBuffersNames: string[];\r\n /**\r\n * Sampler texture variable names that will be set in the shader.\r\n */\r\n samplers: string[];\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * Possible fallbacks for this effect to improve performance when needed.\r\n */\r\n fallbacks: Nullable<IEffectFallbacks>;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: Effect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: Effect, errors: string) => void>;\r\n /**\r\n * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n indexParameters?: any;\r\n /**\r\n * Max number of lights that can be used in the shader.\r\n */\r\n maxSimultaneousLights?: number;\r\n /**\r\n * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings\r\n */\r\n transformFeedbackVaryings?: Nullable<string[]>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * Is this effect rendering to several color attachments ?\r\n */\r\n multiTarget?: boolean;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nexport class Effect implements IDisposable {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n public static get ShadersRepository(): string {\r\n return EngineShaderStore.ShadersRepository;\r\n }\r\n public static set ShadersRepository(repo: string) {\r\n EngineShaderStore.ShadersRepository = repo;\r\n }\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: Effect, errors: string) => void> = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n public onBind: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<Effect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<Effect>();\r\n\r\n /** @internal */\r\n public _onBindObservable: Nullable<Observable<Effect>> = null;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n /**\r\n * @internal\r\n * Forces the code from bindForSubMesh to be fully run the next time it is called\r\n * It is used in frozen mode to make sure the effect is properly rebound when a new effect is created\r\n */\r\n public _forceRebindOnNextCall = false;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously using instances\r\n */\r\n public _wasPreviouslyUsingInstances: Nullable<boolean> = null;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public get onBindObservable(): Observable<Effect> {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable<Effect>();\r\n }\r\n\r\n return this._onBindObservable;\r\n }\r\n\r\n /** @internal */\r\n public _bonesComputationForcedToCPU = false;\r\n /** @internal */\r\n public _uniformBuffersNames: { [key: string]: number } = {};\r\n /** @internal */\r\n public _samplerList: string[];\r\n /** @internal */\r\n public _multiTarget: boolean = false;\r\n\r\n private static _UniqueIdSeed = 0;\r\n /** @internal */\r\n public _engine: Engine;\r\n private _uniformBuffersNamesList: string[];\r\n private _uniformsNames: string[];\r\n private _samplers: { [key: string]: number } = {};\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n private _allFallbacksProcessed = false;\r\n private _attributesNames: string[];\r\n private _attributes: number[];\r\n private _attributeLocationByName: { [name: string]: number };\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> } = {};\r\n /**\r\n * Key for the effect.\r\n * @internal\r\n */\r\n public _key: string = \"\";\r\n private _indexParameters: any;\r\n private _fallbacks: Nullable<IEffectFallbacks> = null;\r\n private _vertexSourceCodeOverride: string = \"\";\r\n private _fragmentSourceCodeOverride: string = \"\";\r\n private _transformFeedbackVaryings: Nullable<string[]> = null;\r\n private _shaderLanguage: ShaderLanguage;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @internal\r\n */\r\n public _pipelineContext: Nullable<IPipelineContext> = null;\r\n /** @internal */\r\n public _vertexSourceCode: string = \"\";\r\n /** @internal */\r\n public _fragmentSourceCode: string = \"\";\r\n\r\n /** @internal */\r\n private _vertexSourceCodeBeforeMigration: string = \"\";\r\n /** @internal */\r\n private _fragmentSourceCodeBeforeMigration: string = \"\";\r\n\r\n /** @internal */\r\n private _rawVertexSourceCode: string = \"\";\r\n /** @internal */\r\n private _rawFragmentSourceCode: string = \"\";\r\n\r\n private static _BaseCache: { [key: number]: DataBuffer } = {};\r\n private _processingContext: Nullable<ShaderProcessingContext>;\r\n\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n constructor(\r\n baseName: any,\r\n attributesNamesOrOptions: string[] | IEffectCreationOptions,\r\n uniformsNamesOrEngine: string[] | ThinEngine,\r\n samplers: Nullable<string[]> = null,\r\n engine?: ThinEngine,\r\n defines: Nullable<string> = null,\r\n fallbacks: Nullable<IEffectFallbacks> = null,\r\n onCompiled: Nullable<(effect: Effect) => void> = null,\r\n onError: Nullable<(effect: Effect, errors: string) => void> = null,\r\n indexParameters?: any,\r\n key: string = \"\",\r\n shaderLanguage = ShaderLanguage.GLSL\r\n ) {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n let processCodeAfterIncludes: ShaderCustomProcessingFunction | undefined = undefined;\r\n let processFinalCode: Nullable<ShaderCustomProcessingFunction> = null;\r\n\r\n if ((<IEffectCreationOptions>attributesNamesOrOptions).attributes) {\r\n const options = <IEffectCreationOptions>attributesNamesOrOptions;\r\n this._engine = <Engine>uniformsNamesOrEngine;\r\n\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n this._multiTarget = !!options.multiTarget;\r\n this._shaderLanguage = options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n if (options.uniformBuffersNames) {\r\n this._uniformBuffersNamesList = options.uniformBuffersNames.slice();\r\n for (let i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n\r\n processFinalCode = options.processFinalCode ?? null;\r\n processCodeAfterIncludes = options.processCodeAfterIncludes ?? undefined;\r\n } else {\r\n this._engine = <Engine>engine;\r\n this.defines = defines == null ? \"\" : defines;\r\n this._uniformsNames = (<string[]>uniformsNamesOrEngine).concat(<string[]>samplers);\r\n this._samplerList = samplers ? <string[]>samplers.slice() : [];\r\n this._attributesNames = <string[]>attributesNamesOrOptions;\r\n this._uniformBuffersNamesList = [];\r\n this._shaderLanguage = shaderLanguage;\r\n\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n\r\n this._attributeLocationByName = {};\r\n\r\n this.uniqueId = Effect._UniqueIdSeed++;\r\n\r\n let vertexSource: any;\r\n let fragmentSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n this._processingContext = this._engine._getShaderProcessingContext(this._shaderLanguage);\r\n\r\n let processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._getShaderProcessor(this._shaderLanguage),\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this._shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this._shaderLanguage),\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._processingContext,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes,\r\n };\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n ShaderProcessor.Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n this._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName);\r\n },\r\n this._engine\r\n );\r\n }\r\n };\r\n this._loadShader(vertexSource, \"Vertex\", \"\", (vertexCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n this._rawVertexSourceCode = vertexCode;\r\n this._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n this._engine\r\n );\r\n });\r\n this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", (fragmentCode) => {\r\n this._rawFragmentSourceCode = fragmentCode;\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n });\r\n\r\n processorOptions = null as any; // avoid some GC leaks because of code below (related to proxyFunction(name).bind(this))\r\n\r\n const proxyFunction = function (functionName: string) {\r\n // check if the function exists in the pipelineContext\r\n return function (this: Effect) {\r\n if (this._pipelineContext) {\r\n const func = this._pipelineContext[functionName as keyof IPipelineContext];\r\n (func as (uniformName: string, ...payload: any) => void).apply(this._pipelineContext, arguments);\r\n }\r\n return this;\r\n };\r\n };\r\n [\"Int?\", \"UInt?\", \"IntArray?\", \"UIntArray?\", \"Array?\", \"Color?\", \"Vector?\", \"Float?\", \"Matrices\", \"Matrix\", \"Matrix3x3\", \"Matrix2x2\", \"Quaternion\", \"DirectColor4\"].forEach(\r\n (functionName) => {\r\n const name = `set${functionName}`;\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n).bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name).bind(this);\r\n }\r\n }\r\n );\r\n }\r\n\r\n private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n this._vertexSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n } else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IPipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n public getAttributesNames(): string[] {\r\n return this._attributesNames;\r\n }\r\n\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n public getAttributeLocation(index: number): number {\r\n return this._attributes[index];\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n public getAttributeLocationByName(name: string): number {\r\n return this._attributeLocationByName[name];\r\n }\r\n\r\n /**\r\n * The number of attributes.\r\n * @returns the number of attributes.\r\n */\r\n public getAttributesCount(): number {\r\n return this._attributes.length;\r\n }\r\n\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n public getUniformIndex(uniformName: string): number {\r\n return this._uniformsNames.indexOf(uniformName);\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n public getUniform(uniformName: string): Nullable<WebGLUniformLocation> {\r\n return this._uniforms[uniformName];\r\n }\r\n\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable names.\r\n */\r\n public getSamplers(): string[] {\r\n return this._samplerList;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform variable names\r\n * @returns The array of uniform variable names.\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformsNames;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform buffer variable names\r\n * @returns The array of uniform buffer variable names.\r\n */\r\n public getUniformBuffersNames(): string[] {\r\n return this._uniformBuffersNamesList;\r\n }\r\n\r\n /**\r\n * Returns the index parameters used to create the effect\r\n * @returns The index parameters object\r\n */\r\n public getIndexParameters(): any {\r\n return this._indexParameters;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n public allFallbacksProcessed(): boolean {\r\n return this._allFallbacksProcessed;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: Effect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IPipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = EngineShaderStore.GetShadersStore(this._shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = EngineShaderStore.GetShadersRepository(this._shaderLanguage) + shader;\r\n }\r\n\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code of this effect\r\n * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)\r\n */\r\n public get vertexSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._vertexSourceCodeOverride\r\n : this._pipelineContext?._getVertexShaderCode() ?? this._vertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code of this effect\r\n * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)\r\n */\r\n public get fragmentSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._fragmentSourceCodeOverride\r\n : this._pipelineContext?._getFragmentShaderCode() ?? this._fragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before migration.\r\n * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.\r\n * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).\r\n */\r\n public get vertexSourceCodeBeforeMigration(): string {\r\n return this._vertexSourceCodeBeforeMigration;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before migration.\r\n * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.\r\n * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).\r\n */\r\n public get fragmentSourceCodeBeforeMigration(): string {\r\n return this._fragmentSourceCodeBeforeMigration;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before it has been modified by any processing\r\n */\r\n public get rawVertexSourceCode(): string {\r\n return this._rawVertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before it has been modified by any processing\r\n */\r\n public get rawFragmentSourceCode(): string {\r\n return this._rawFragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @internal\r\n */\r\n public _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) {\r\n this._isReady = false;\r\n\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = (effect, error) => {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = () => {\r\n const scenes = this.getEngine().scenes;\r\n if (scenes) {\r\n for (let i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n }\r\n\r\n this._pipelineContext!._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const attributesNames = this._attributesNames;\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createPipelineContext(this._processingContext);\r\n this._pipelineContext._name = this._key;\r\n\r\n const rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCodeOverride,\r\n this._fragmentSourceCodeOverride,\r\n true,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n null,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n } else {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCode,\r\n this._fragmentSourceCode,\r\n false,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n defines,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n }\r\n\r\n engine._executeWhenRenderingStateIsCompiled(this._pipelineContext, () => {\r\n this._attributes = [];\r\n this._pipelineContext!._fillEffectInformation(\r\n this,\r\n this._uniformBuffersNames,\r\n this._uniformsNames,\r\n this._uniforms,\r\n this._samplerList,\r\n this._samplers,\r\n attributesNames,\r\n this._attributes\r\n );\r\n\r\n // Caches attribute locations.\r\n if (attributesNames) {\r\n for (let i = 0; i < attributesNames.length; i++) {\r\n const name = attributesNames[i];\r\n this._attributeLocationByName[name] = this._attributes[i];\r\n }\r\n }\r\n\r\n engine.bindSamplers(this);\r\n\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>, isFragment: boolean): [Nullable<string>, Nullable<string>] {\r\n const regexp = isFragment ? /FRAGMENT SHADER ERROR: 0:(\\d+?):/ : /VERTEX SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in ${isFragment ? \"fragment\" : \"vertex\"} code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IPipelineContext> = null) {\r\n this._compilationError = e.message;\r\n const attributesNames = this._attributesNames;\r\n const fallbacks = this._fallbacks;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\r\n \"Uniforms: \" +\r\n this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n })\r\n );\r\n Logger.Error(\r\n \"Attributes: \" +\r\n attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n })\r\n );\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (Effect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n lineErrorFragment = null,\r\n code = null;\r\n if (this._pipelineContext?._getVertexShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(), this._compilationError, false);\r\n if (code) {\r\n Logger.Error(\"Vertex code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (this._pipelineContext?._getFragmentShaderCode()) {\r\n [code, lineErrorFragment] = this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(), this._compilationError, true);\r\n if (code) {\r\n Logger.Error(\"Fragment code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n if (lineErrorFragment) {\r\n Logger.Error(lineErrorFragment);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n\r\n const notifyErrors = () => {\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n };\r\n\r\n // In case a previous compilation was successful, we need to restore the previous pipeline context\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n notifyErrors();\r\n }\r\n\r\n // Lets try to compile fallbacks as long as we have some.\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n } else {\r\n // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n notifyErrors();\r\n this.onErrorObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n } else {\r\n this._allFallbacksProcessed = true;\r\n\r\n // In case of error, without any prior successful compilation, let s notify observers\r\n if (!previousPipelineContext) {\r\n notifyErrors();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n public get isSupported(): boolean {\r\n return this._compilationError === \"\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @internal\r\n */\r\n public _bindTexture(channel: string, texture: Nullable<InternalTexture>): void {\r\n this._engine._bindTexture(this._samplers[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setTexture(channel: string, texture: Nullable<ThinTexture>): void {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n public setTextureArray(channel: string, textures: ThinTexture[]): void {\r\n const exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n const initialPos = this._samplerList.indexOf(channel);\r\n for (let index = 1; index < textures.length; index++) {\r\n const currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n\r\n // Reset every channels\r\n let channelIndex = 0;\r\n for (const key of this._samplerList) {\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n public setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n public setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n public bindUniformBuffer(buffer: DataBuffer, name: string): void {\r\n const bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || (Effect._BaseCache[bufferName] === buffer && this._engine._features.useUBOBindingCache)) {\r\n return;\r\n }\r\n Effect._BaseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName, name);\r\n }\r\n\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n public bindUniformBlock(blockName: string, index: number): void {\r\n this._engine.bindUniformBlock(this._pipelineContext!, blockName, index);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setInt: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n * @returns this effect.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n * @returns this effect.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n * @returns this effect.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setUInt: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n * @returns this effect.\r\n */\r\n public setUInt2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n * @returns this effect.\r\n */\r\n public setUInt3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n * @returns this effect.\r\n */\r\n public setUInt4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray2: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray3: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray4: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray2(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray2(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray3(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray3(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray4(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray4(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix: (uniformName: string, matrix: IMatrixLike) => Effect;\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n public setBool(uniformName: string, bool: boolean): Effect {\r\n this._pipelineContext!.setInt(uniformName, bool ? 1 : 0);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n public setVector2: (uniformName: string, vector2: IVector2Like) => Effect;\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector3: (uniformName: string, vector3: IVector3Like) => Effect;\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector4: (uniformName: string, vector4: IVector4Like) => Effect;\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n * @returns this effect.\r\n */\r\n public setQuaternion: (uniformName: string, quaternion: IQuaternionLike) => Effect;\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor3: (uniformName: string, color3: IColor3Like) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor4: (uniformName: string, color3: IColor3Like, alpha: number) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n public setDirectColor4: (uniformName: string, color4: IColor4Like) => Effect;\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._pipelineContext?.dispose();\r\n this._engine._releaseEffect(this);\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n public static RegisterShader(name: string, pixelShader?: string, vertexShader?: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (pixelShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}PixelShader`] = pixelShader;\r\n }\r\n\r\n if (vertexShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}VertexShader`] = vertexShader;\r\n }\r\n }\r\n\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n public static ShadersStore: { [key: string]: string } = EngineShaderStore.ShadersStore;\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n public static IncludesShadersStore: { [key: string]: string } = EngineShaderStore.IncludesShadersStore;\r\n\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n public static ResetCache() {\r\n Effect._BaseCache = {};\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../Misc/observable\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IDisposable } from \"../scene\";\r\nimport type { IPipelineContext } from \"../Engines/IPipelineContext\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions, ShaderCustomProcessingFunction, ShaderProcessingContext } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectFallbacks } from \"./iEffectFallbacks\";\r\nimport { ShaderStore as EngineShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type ThinTexture = import(\"../Materials/Textures/thinTexture\").ThinTexture;\r\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Options to be used when creating an effect.\r\n */\r\nexport interface IEffectCreationOptions {\r\n /**\r\n * Attributes that will be used in the shader.\r\n */\r\n attributes: string[];\r\n /**\r\n * Uniform variable names that will be set in the shader.\r\n */\r\n uniformsNames: string[];\r\n /**\r\n * Uniform buffer variable names that will be set in the shader.\r\n */\r\n uniformBuffersNames: string[];\r\n /**\r\n * Sampler texture variable names that will be set in the shader.\r\n */\r\n samplers: string[];\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * Possible fallbacks for this effect to improve performance when needed.\r\n */\r\n fallbacks: Nullable<IEffectFallbacks>;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: Effect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: Effect, errors: string) => void>;\r\n /**\r\n * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n indexParameters?: any;\r\n /**\r\n * Max number of lights that can be used in the shader.\r\n */\r\n maxSimultaneousLights?: number;\r\n /**\r\n * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings\r\n */\r\n transformFeedbackVaryings?: Nullable<string[]>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * Is this effect rendering to several color attachments ?\r\n */\r\n multiTarget?: boolean;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nexport class Effect implements IDisposable {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n public static get ShadersRepository(): string {\r\n return EngineShaderStore.ShadersRepository;\r\n }\r\n public static set ShadersRepository(repo: string) {\r\n EngineShaderStore.ShadersRepository = repo;\r\n }\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: Effect, errors: string) => void> = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n public onBind: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<Effect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<Effect>();\r\n\r\n /** @internal */\r\n public _onBindObservable: Nullable<Observable<Effect>> = null;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n /**\r\n * @internal\r\n * Forces the code from bindForSubMesh to be fully run the next time it is called\r\n * It is used in frozen mode to make sure the effect is properly rebound when a new effect is created\r\n */\r\n public _forceRebindOnNextCall = false;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously using instances\r\n */\r\n public _wasPreviouslyUsingInstances: Nullable<boolean> = null;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public get onBindObservable(): Observable<Effect> {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable<Effect>();\r\n }\r\n\r\n return this._onBindObservable;\r\n }\r\n\r\n /** @internal */\r\n public _bonesComputationForcedToCPU = false;\r\n /** @internal */\r\n public _uniformBuffersNames: { [key: string]: number } = {};\r\n /** @internal */\r\n public _samplerList: string[];\r\n /** @internal */\r\n public _multiTarget: boolean = false;\r\n\r\n private static _UniqueIdSeed = 0;\r\n /** @internal */\r\n public _engine: Engine;\r\n private _uniformBuffersNamesList: string[];\r\n private _uniformsNames: string[];\r\n private _samplers: { [key: string]: number } = {};\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n private _allFallbacksProcessed = false;\r\n private _attributesNames: string[];\r\n private _attributes: number[];\r\n private _attributeLocationByName: { [name: string]: number };\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> } = {};\r\n /**\r\n * Key for the effect.\r\n * @internal\r\n */\r\n public _key: string = \"\";\r\n private _indexParameters: any;\r\n private _fallbacks: Nullable<IEffectFallbacks> = null;\r\n private _vertexSourceCodeOverride: string = \"\";\r\n private _fragmentSourceCodeOverride: string = \"\";\r\n private _transformFeedbackVaryings: Nullable<string[]> = null;\r\n private _shaderLanguage: ShaderLanguage;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @internal\r\n */\r\n public _pipelineContext: Nullable<IPipelineContext> = null;\r\n /** @internal */\r\n public _vertexSourceCode: string = \"\";\r\n /** @internal */\r\n public _fragmentSourceCode: string = \"\";\r\n\r\n /** @internal */\r\n private _vertexSourceCodeBeforeMigration: string = \"\";\r\n /** @internal */\r\n private _fragmentSourceCodeBeforeMigration: string = \"\";\r\n\r\n /** @internal */\r\n private _rawVertexSourceCode: string = \"\";\r\n /** @internal */\r\n private _rawFragmentSourceCode: string = \"\";\r\n\r\n private static _BaseCache: { [key: number]: DataBuffer } = {};\r\n private _processingContext: Nullable<ShaderProcessingContext>;\r\n\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n constructor(\r\n baseName: any,\r\n attributesNamesOrOptions: string[] | IEffectCreationOptions,\r\n uniformsNamesOrEngine: string[] | ThinEngine,\r\n samplers: Nullable<string[]> = null,\r\n engine?: ThinEngine,\r\n defines: Nullable<string> = null,\r\n fallbacks: Nullable<IEffectFallbacks> = null,\r\n onCompiled: Nullable<(effect: Effect) => void> = null,\r\n onError: Nullable<(effect: Effect, errors: string) => void> = null,\r\n indexParameters?: any,\r\n key: string = \"\",\r\n shaderLanguage = ShaderLanguage.GLSL\r\n ) {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n let processCodeAfterIncludes: ShaderCustomProcessingFunction | undefined = undefined;\r\n let processFinalCode: Nullable<ShaderCustomProcessingFunction> = null;\r\n\r\n if ((<IEffectCreationOptions>attributesNamesOrOptions).attributes) {\r\n const options = <IEffectCreationOptions>attributesNamesOrOptions;\r\n this._engine = <Engine>uniformsNamesOrEngine;\r\n\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n this._multiTarget = !!options.multiTarget;\r\n this._shaderLanguage = options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n if (options.uniformBuffersNames) {\r\n this._uniformBuffersNamesList = options.uniformBuffersNames.slice();\r\n for (let i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n\r\n processFinalCode = options.processFinalCode ?? null;\r\n processCodeAfterIncludes = options.processCodeAfterIncludes ?? undefined;\r\n } else {\r\n this._engine = <Engine>engine;\r\n this.defines = defines == null ? \"\" : defines;\r\n this._uniformsNames = (<string[]>uniformsNamesOrEngine).concat(<string[]>samplers);\r\n this._samplerList = samplers ? <string[]>samplers.slice() : [];\r\n this._attributesNames = <string[]>attributesNamesOrOptions;\r\n this._uniformBuffersNamesList = [];\r\n this._shaderLanguage = shaderLanguage;\r\n\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n\r\n this._attributeLocationByName = {};\r\n\r\n this.uniqueId = Effect._UniqueIdSeed++;\r\n\r\n let vertexSource: any;\r\n let fragmentSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n this._processingContext = this._engine._getShaderProcessingContext(this._shaderLanguage);\r\n\r\n let processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._getShaderProcessor(this._shaderLanguage),\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this._shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this._shaderLanguage),\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._processingContext,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes,\r\n };\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n ShaderProcessor.Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n this._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n processorOptions = null as any; // avoid some GC leaks because of code below (related to proxyFunction(name).bind(this))\r\n this._useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName);\r\n },\r\n this._engine\r\n );\r\n }\r\n };\r\n this._loadShader(vertexSource, \"Vertex\", \"\", (vertexCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n this._rawVertexSourceCode = vertexCode;\r\n this._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n this._engine\r\n );\r\n });\r\n this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", (fragmentCode) => {\r\n this._rawFragmentSourceCode = fragmentCode;\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n });\r\n\r\n const proxyFunction = function (functionName: string) {\r\n // check if the function exists in the pipelineContext\r\n return function (this: Effect) {\r\n if (this._pipelineContext) {\r\n const func = this._pipelineContext[functionName as keyof IPipelineContext];\r\n (func as (uniformName: string, ...payload: any) => void).apply(this._pipelineContext, arguments);\r\n }\r\n return this;\r\n };\r\n };\r\n [\"Int?\", \"UInt?\", \"IntArray?\", \"UIntArray?\", \"Array?\", \"Color?\", \"Vector?\", \"Float?\", \"Matrices\", \"Matrix\", \"Matrix3x3\", \"Matrix2x2\", \"Quaternion\", \"DirectColor4\"].forEach(\r\n (functionName) => {\r\n const name = `set${functionName}`;\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n).bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name).bind(this);\r\n }\r\n }\r\n );\r\n }\r\n\r\n private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n this._vertexSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n } else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IPipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n public getAttributesNames(): string[] {\r\n return this._attributesNames;\r\n }\r\n\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n public getAttributeLocation(index: number): number {\r\n return this._attributes[index];\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n public getAttributeLocationByName(name: string): number {\r\n return this._attributeLocationByName[name];\r\n }\r\n\r\n /**\r\n * The number of attributes.\r\n * @returns the number of attributes.\r\n */\r\n public getAttributesCount(): number {\r\n return this._attributes.length;\r\n }\r\n\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n public getUniformIndex(uniformName: string): number {\r\n return this._uniformsNames.indexOf(uniformName);\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n public getUniform(uniformName: string): Nullable<WebGLUniformLocation> {\r\n return this._uniforms[uniformName];\r\n }\r\n\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable names.\r\n */\r\n public getSamplers(): string[] {\r\n return this._samplerList;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform variable names\r\n * @returns The array of uniform variable names.\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformsNames;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform buffer variable names\r\n * @returns The array of uniform buffer variable names.\r\n */\r\n public getUniformBuffersNames(): string[] {\r\n return this._uniformBuffersNamesList;\r\n }\r\n\r\n /**\r\n * Returns the index parameters used to create the effect\r\n * @returns The index parameters object\r\n */\r\n public getIndexParameters(): any {\r\n return this._indexParameters;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n public allFallbacksProcessed(): boolean {\r\n return this._allFallbacksProcessed;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: Effect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IPipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = EngineShaderStore.GetShadersStore(this._shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = EngineShaderStore.GetShadersRepository(this._shaderLanguage) + shader;\r\n }\r\n\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code of this effect\r\n * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)\r\n */\r\n public get vertexSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._vertexSourceCodeOverride\r\n : this._pipelineContext?._getVertexShaderCode() ?? this._vertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code of this effect\r\n * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)\r\n */\r\n public get fragmentSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._fragmentSourceCodeOverride\r\n : this._pipelineContext?._getFragmentShaderCode() ?? this._fragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before migration.\r\n * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.\r\n * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).\r\n */\r\n public get vertexSourceCodeBeforeMigration(): string {\r\n return this._vertexSourceCodeBeforeMigration;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before migration.\r\n * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.\r\n * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).\r\n */\r\n public get fragmentSourceCodeBeforeMigration(): string {\r\n return this._fragmentSourceCodeBeforeMigration;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before it has been modified by any processing\r\n */\r\n public get rawVertexSourceCode(): string {\r\n return this._rawVertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before it has been modified by any processing\r\n */\r\n public get rawFragmentSourceCode(): string {\r\n return this._rawFragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @internal\r\n */\r\n public _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) {\r\n this._isReady = false;\r\n\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = (effect, error) => {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = () => {\r\n const scenes = this.getEngine().scenes;\r\n if (scenes) {\r\n for (let i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n }\r\n\r\n this._pipelineContext!._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const attributesNames = this._attributesNames;\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createPipelineContext(this._processingContext);\r\n this._pipelineContext._name = this._key;\r\n\r\n const rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCodeOverride,\r\n this._fragmentSourceCodeOverride,\r\n true,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n null,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n } else {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCode,\r\n this._fragmentSourceCode,\r\n false,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n defines,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n }\r\n\r\n engine._executeWhenRenderingStateIsCompiled(this._pipelineContext, () => {\r\n this._attributes = [];\r\n this._pipelineContext!._fillEffectInformation(\r\n this,\r\n this._uniformBuffersNames,\r\n this._uniformsNames,\r\n this._uniforms,\r\n this._samplerList,\r\n this._samplers,\r\n attributesNames,\r\n this._attributes\r\n );\r\n\r\n // Caches attribute locations.\r\n if (attributesNames) {\r\n for (let i = 0; i < attributesNames.length; i++) {\r\n const name = attributesNames[i];\r\n this._attributeLocationByName[name] = this._attributes[i];\r\n }\r\n }\r\n\r\n engine.bindSamplers(this);\r\n\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>, isFragment: boolean): [Nullable<string>, Nullable<string>] {\r\n const regexp = isFragment ? /FRAGMENT SHADER ERROR: 0:(\\d+?):/ : /VERTEX SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in ${isFragment ? \"fragment\" : \"vertex\"} code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IPipelineContext> = null) {\r\n this._compilationError = e.message;\r\n const attributesNames = this._attributesNames;\r\n const fallbacks = this._fallbacks;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\r\n \"Uniforms: \" +\r\n this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n })\r\n );\r\n Logger.Error(\r\n \"Attributes: \" +\r\n attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n })\r\n );\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (Effect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n lineErrorFragment = null,\r\n code = null;\r\n if (this._pipelineContext?._getVertexShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(), this._compilationError, false);\r\n if (code) {\r\n Logger.Error(\"Vertex code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (this._pipelineContext?._getFragmentShaderCode()) {\r\n [code, lineErrorFragment] = this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(), this._compilationError, true);\r\n if (code) {\r\n Logger.Error(\"Fragment code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n if (lineErrorFragment) {\r\n Logger.Error(lineErrorFragment);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n\r\n const notifyErrors = () => {\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n };\r\n\r\n // In case a previous compilation was successful, we need to restore the previous pipeline context\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n notifyErrors();\r\n }\r\n\r\n // Lets try to compile fallbacks as long as we have some.\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n } else {\r\n // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n notifyErrors();\r\n this.onErrorObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n } else {\r\n this._allFallbacksProcessed = true;\r\n\r\n // In case of error, without any prior successful compilation, let s notify observers\r\n if (!previousPipelineContext) {\r\n notifyErrors();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n public get isSupported(): boolean {\r\n return this._compilationError === \"\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @internal\r\n */\r\n public _bindTexture(channel: string, texture: Nullable<InternalTexture>): void {\r\n this._engine._bindTexture(this._samplers[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setTexture(channel: string, texture: Nullable<ThinTexture>): void {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n public setTextureArray(channel: string, textures: ThinTexture[]): void {\r\n const exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n const initialPos = this._samplerList.indexOf(channel);\r\n for (let index = 1; index < textures.length; index++) {\r\n const currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n\r\n // Reset every channels\r\n let channelIndex = 0;\r\n for (const key of this._samplerList) {\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n public setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n public setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n public bindUniformBuffer(buffer: DataBuffer, name: string): void {\r\n const bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || (Effect._BaseCache[bufferName] === buffer && this._engine._features.useUBOBindingCache)) {\r\n return;\r\n }\r\n Effect._BaseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName, name);\r\n }\r\n\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n public bindUniformBlock(blockName: string, index: number): void {\r\n this._engine.bindUniformBlock(this._pipelineContext!, blockName, index);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setInt: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n * @returns this effect.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n * @returns this effect.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n * @returns this effect.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setUInt: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n * @returns this effect.\r\n */\r\n public setUInt2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n * @returns this effect.\r\n */\r\n public setUInt3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n * @returns this effect.\r\n */\r\n public setUInt4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray2: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray3: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setUIntArray4: (uniformName: string, array: Uint32Array) => Effect;\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray2(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray2(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray3(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray3(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray4(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray4(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix: (uniformName: string, matrix: IMatrixLike) => Effect;\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n public setBool(uniformName: string, bool: boolean): Effect {\r\n this._pipelineContext!.setInt(uniformName, bool ? 1 : 0);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n public setVector2: (uniformName: string, vector2: IVector2Like) => Effect;\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector3: (uniformName: string, vector3: IVector3Like) => Effect;\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector4: (uniformName: string, vector4: IVector4Like) => Effect;\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n * @returns this effect.\r\n */\r\n public setQuaternion: (uniformName: string, quaternion: IQuaternionLike) => Effect;\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor3: (uniformName: string, color3: IColor3Like) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor4: (uniformName: string, color3: IColor3Like, alpha: number) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n public setDirectColor4: (uniformName: string, color4: IColor4Like) => Effect;\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._pipelineContext?.dispose();\r\n this._engine._releaseEffect(this);\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n public static RegisterShader(name: string, pixelShader?: string, vertexShader?: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (pixelShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}PixelShader`] = pixelShader;\r\n }\r\n\r\n if (vertexShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}VertexShader`] = vertexShader;\r\n }\r\n }\r\n\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n public static ShadersStore: { [key: string]: string } = EngineShaderStore.ShadersStore;\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n public static IncludesShadersStore: { [key: string]: string } = EngineShaderStore.IncludesShadersStore;\r\n\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n public static ResetCache() {\r\n Effect._BaseCache = {};\r\n }\r\n}\r\n"]}
@@ -194,13 +194,15 @@ export class Observable {
194
194
  }
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195
  // This should only be called when not iterating over _observers to avoid callback skipping.
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196
  // Removes an observer from the _observer Array.
197
- _remove(observer) {
197
+ _remove(observer, updateCounter = true) {
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  if (!observer) {
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  return false;
200
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  }
201
201
  const index = this._observers.indexOf(observer);
202
202
  if (index !== -1) {
203
- this._numObserversMarkedAsDeleted--;
203
+ if (updateCounter) {
204
+ this._numObserversMarkedAsDeleted--;
205
+ }
204
206
  this._observers.splice(index, 1);
205
207
  return true;
206
208
  }
@@ -211,7 +213,7 @@ export class Observable {
211
213
  * @param observer the observer to move
212
214
  */
213
215
  makeObserverTopPriority(observer) {
214
- this._remove(observer);
216
+ this._remove(observer, false);
215
217
  this._observers.unshift(observer);
216
218
  }
217
219
  /**
@@ -219,7 +221,7 @@ export class Observable {
219
221
  * @param observer the observer to move
220
222
  */
221
223
  makeObserverBottomPriority(observer) {
222
- this._remove(observer);
224
+ this._remove(observer, false);
223
225
  this._observers.push(observer);
224
226
  }
225
227
  /**
@@ -295,6 +297,7 @@ export class Observable {
295
297
  clear() {
296
298
  this._observers = new Array();
297
299
  this._onObserverAdded = null;
300
+ this._numObserversMarkedAsDeleted = 0;
298
301
  }
299
302
  /**
300
303
  * Clone the current observable
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initialize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initialize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n\r\n /**\r\n * User defined information that will be sent to observers\r\n */\r\n public userInfo?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer<T> {\r\n /** @internal */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null\r\n ) {}\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable<T> {\r\n private _observers = new Array<Observer<T>>();\r\n private _numObserversMarkedAsDeleted = 0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer<T>) => void>;\r\n\r\n /**\r\n * Create an observable from a Promise.\r\n * @param promise a promise to observe for fulfillment.\r\n * @param onErrorObservable an observable to notify if a promise was rejected.\r\n * @returns the new Observable\r\n */\r\n public static FromPromise<T, E = Error>(promise: Promise<T>, onErrorObservable?: Observable<E>): Observable<T> {\r\n const observable = new Observable<T>();\r\n\r\n promise\r\n .then((ret: T) => {\r\n observable.notifyObservers(ret);\r\n })\r\n .catch((err) => {\r\n if (onErrorObservable) {\r\n onErrorObservable.notifyObservers(err as E);\r\n } else {\r\n throw err;\r\n }\r\n });\r\n\r\n return observable;\r\n }\r\n\r\n /**\r\n * Gets the list of observers\r\n * Note that observers that were recently deleted may still be present in the list because they are only really deleted on the next javascript tick!\r\n */\r\n public get observers(): Array<Observer<T>> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n constructor(onObserverAdded?: (observer: Observer<T>) => void) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(\r\n callback: (eventData: T, eventState: EventState) => void,\r\n mask: number = -1,\r\n insertFirst = false,\r\n scope: any = null,\r\n unregisterOnFirstCall = false\r\n ): Nullable<Observer<T>> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n const observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n for (let index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deferUnregister(observer: Observer<T>): void {\r\n this._numObserversMarkedAsDeleted++;\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._numObserversMarkedAsDeleted--;\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer<T>) {\r\n this._remove(observer);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer<T>) {\r\n this._remove(observer);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @param userInfo defines any user info to send to observers\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any, userInfo?: any): boolean {\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n state.userInfo = userInfo;\r\n\r\n for (const obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer<T>, eventData: T, mask: number = -1): void {\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n if (observer.unregisterOnNextCall) {\r\n this._deferUnregister(observer);\r\n }\r\n\r\n observer.callback(eventData, state);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length - this._numObserversMarkedAsDeleted > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n this._observers = new Array<Observer<T>>();\r\n this._onObserverAdded = null;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable<T> {\r\n const result = new Observable<T>();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @returns whether or not one observer registered with the given mask is handled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (const obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initialize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initialize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n\r\n /**\r\n * User defined information that will be sent to observers\r\n */\r\n public userInfo?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer<T> {\r\n /** @internal */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null\r\n ) {}\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable<T> {\r\n private _observers = new Array<Observer<T>>();\r\n private _numObserversMarkedAsDeleted = 0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer<T>) => void>;\r\n\r\n /**\r\n * Create an observable from a Promise.\r\n * @param promise a promise to observe for fulfillment.\r\n * @param onErrorObservable an observable to notify if a promise was rejected.\r\n * @returns the new Observable\r\n */\r\n public static FromPromise<T, E = Error>(promise: Promise<T>, onErrorObservable?: Observable<E>): Observable<T> {\r\n const observable = new Observable<T>();\r\n\r\n promise\r\n .then((ret: T) => {\r\n observable.notifyObservers(ret);\r\n })\r\n .catch((err) => {\r\n if (onErrorObservable) {\r\n onErrorObservable.notifyObservers(err as E);\r\n } else {\r\n throw err;\r\n }\r\n });\r\n\r\n return observable;\r\n }\r\n\r\n /**\r\n * Gets the list of observers\r\n * Note that observers that were recently deleted may still be present in the list because they are only really deleted on the next javascript tick!\r\n */\r\n public get observers(): Array<Observer<T>> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n constructor(onObserverAdded?: (observer: Observer<T>) => void) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(\r\n callback: (eventData: T, eventState: EventState) => void,\r\n mask: number = -1,\r\n insertFirst = false,\r\n scope: any = null,\r\n unregisterOnFirstCall = false\r\n ): Nullable<Observer<T>> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n const observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n for (let index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deferUnregister(observer: Observer<T>): void {\r\n this._numObserversMarkedAsDeleted++;\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable<Observer<T>>, updateCounter = true): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n if (updateCounter) {\r\n this._numObserversMarkedAsDeleted--;\r\n }\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer<T>) {\r\n this._remove(observer, false);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer<T>) {\r\n this._remove(observer, false);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @param userInfo defines any user info to send to observers\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any, userInfo?: any): boolean {\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n state.userInfo = userInfo;\r\n\r\n for (const obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer<T>, eventData: T, mask: number = -1): void {\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n if (observer.unregisterOnNextCall) {\r\n this._deferUnregister(observer);\r\n }\r\n\r\n observer.callback(eventData, state);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length - this._numObserversMarkedAsDeleted > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n this._observers = new Array<Observer<T>>();\r\n this._onObserverAdded = null;\r\n this._numObserversMarkedAsDeleted = 0;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable<T> {\r\n const result = new Observable<T>();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @returns whether or not one observer registered with the given mask is handled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (const obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingBilateralBlurPixelShader";
4
- const shader = `uniform sampler2D textureSampler;
4
+ const shader = `uniform sampler2D textureSampler;
5
5
  // Sideeffect
6
6
  ShaderStore.ShadersStore[name] = shader;
7
7
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform int maxFilterSize;\runiform vec2 blurDir;\runiform float projectedParticleConstant;\runiform float depthThreshold;\rvarying vec2 vUV;\rvoid main(void) {\rfloat depth=texture2D(textureSampler,vUV).x;\rif (depth>=1e6 || depth<=0.) {\rglFragColor=vec4(vec3(depth),1.);\rreturn;\r}\rint filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));\rfloat sigma=float(filterSize)/3.0;\rfloat two_sigma2=2.0*sigma*sigma;\rfloat sigmaDepth=depthThreshold/3.0;\rfloat two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;\rfloat sum=0.;\rfloat wsum=0.;\rfloat sumVel=0.;\rfor (int x=-filterSize; x<=filterSize; ++x) {\rvec2 coords=vec2(x);\rvec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;\rfloat r=dot(coords,coords);\rfloat w=exp(-r/two_sigma2);\rfloat rDepth=sampleDepthVel.r-depth;\rfloat wd=exp(-rDepth*rDepth/two_sigmaDepth2);\rsum+=sampleDepthVel.r*w*wd;\rsumVel+=sampleDepthVel.g*w*wd;\rwsum+=w*wd;\r}\rglFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform int maxFilterSize;\runiform vec2 blurDir;\runiform float projectedParticleConstant;\runiform float depthThreshold;\rvarying vec2 vUV;\rvoid main(void) {\rfloat depth=textureLod(textureSampler,vUV,0.).x;\rif (depth>=1e6 || depth<=0.) {\rglFragColor=vec4(vec3(depth),1.);\rreturn;\r}\rint filterSize=min(maxFilterSize,int(ceil(projectedParticleConstant/depth)));\rfloat sigma=float(filterSize)/3.0;\rfloat two_sigma2=2.0*sigma*sigma;\rfloat sigmaDepth=depthThreshold/3.0;\rfloat two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;\rfloat sum=0.;\rfloat wsum=0.;\rfloat sumVel=0.;\rfor (int x=-filterSize; x<=filterSize; ++x) {\rvec2 coords=vec2(x);\rvec2 sampleDepthVel=textureLod(textureSampler,vUV+coords*blurDir,0.).rg;\rfloat r=dot(coords,coords);\rfloat w=exp(-r/two_sigma2);\rfloat rDepth=sampleDepthVel.r-depth;\rfloat wd=exp(-rDepth*rDepth/two_sigmaDepth2);\rsum+=sampleDepthVel.r*w*wd;\rsumVel+=sampleDepthVel.g*w*wd;\rwsum+=w*wd;\r}\rglFragColor=vec4(sum/wsum,sumVel/wsum,0.,1.);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShader = { name, shader };\n"]}
@@ -14,12 +14,12 @@ uniform float minimumThickness;
14
14
  uniform samplerCube reflectionSampler;
15
15
  #if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)
16
16
  uniform sampler2D debugSampler;
17
- uniform mat4 viewMatrix;
17
+ uniform mat4 viewMatrix;
18
18
  vec4 color=texture2D(debugSampler,texCoord);
19
19
  glFragColor=vec4(color.rgb/vec3(2.0),1.);
20
20
  glFragColor=vec4(color.rgb,1.);
21
21
  return;
22
- vec2 depthVel=texture2D(depthSampler,texCoord).rg;
22
+ vec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;
23
23
  float thickness=texture2D(thicknessSampler,texCoord).x;
24
24
  float bgDepth=texture2D(bgDepthSampler,texCoord).x;
25
25
  vec3 backColor=texture2D(textureSampler,texCoord).rgb;