@babylonjs/core 7.10.0 → 7.10.2
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.
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -0
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -0
- package/Audio/audioEngine.js +12 -0
- package/Audio/audioEngine.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +15 -6
- package/Collisions/gpuPicker.js +83 -89
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +7 -3
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +3 -2
- package/Engines/Extensions/engine.cubeTexture.js +2 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +3 -2
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +12 -4
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +2 -3
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -1
- package/Engines/nativeEngine.js +7 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Layers/layer.js +5 -3
- package/Layers/layer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -4
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +12 -3
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -7
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +38 -3
- package/Materials/Textures/cubeTexture.js +36 -14
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +1 -1
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +0 -5
- package/Materials/shaderMaterial.js +1 -8
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Shaders/picking.fragment.d.ts +5 -0
- package/Shaders/picking.fragment.js +20 -0
- package/Shaders/picking.fragment.js.map +1 -0
- package/Shaders/picking.vertex.d.ts +15 -0
- package/Shaders/picking.vertex.js +42 -0
- package/Shaders/picking.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/XR/webXRExperienceHelper.js +3 -0
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/package.json +1 -1
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@@ -3,6 +3,8 @@ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialB
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3
3
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import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
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4
4
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import { RegisterClass } from "../../../../Misc/typeStore.js";
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5
5
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import { Texture } from "../../../Textures/texture.js";
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6
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+
import { ShaderLanguage } from "../../../shaderLanguage.js";
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7
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+
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/**
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* Base block used as input for post process
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*/
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@@ -87,7 +89,7 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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* @param state defines the state that will be used for the build
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*/
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initialize(state) {
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-
state._excludeVariableName(
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+
state._excludeVariableName(this._samplerName);
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}
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get target() {
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if (!this.uv.isConnected) {
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@@ -135,14 +137,21 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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if (state.target === NodeMaterialBlockTargets.Fragment) {
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return;
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}
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-
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+
const textureReadFunc = state.shaderLanguage === ShaderLanguage.GLSL
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? `texture2D(${this._samplerName},`
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: `textureSampleLevel(${this._samplerName}, ${this._samplerName + `Sampler`},`;
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143
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+
const complement = state.shaderLanguage === ShaderLanguage.GLSL ? "" : ", 0";
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144
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state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\n`;
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return;
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}
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+
const textureReadFunc = state.shaderLanguage === ShaderLanguage.GLSL
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? `texture2D(${this._samplerName},`
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149
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+
: `textureSample(${this._samplerName}, ${this._samplerName + `Sampler`},`;
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if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
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-
state.compilationString +=
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151
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+
state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\n`;
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return;
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}
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-
state.compilationString +=
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+
state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\n`;
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}
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_writeOutput(state, output, swizzle, vertexMode = false) {
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if (vertexMode) {
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n private _samplerName = \"textureSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
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+
{"version":3,"file":"currentScreenBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/currentScreenBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAMhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AAGpD,OAAO,EAAE,cAAc,EAAE,mCAAsC;AAC/D,OAAO,EAAE,SAAS,EAAE,yCAA+B;AAEnD;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,iBAAiB;IAsBrD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QA1BpD,iBAAY,GAAG,gBAAgB,CAAC;QAWxC;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAEnC;;WAEG;QACI,yBAAoB,GAAG,KAAK,CAAC;QAShC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAEvB,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAC5G,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAC3G,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAExG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAChJ,CAAC;QAEF,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAClD,CAAC;IAED,IAAoB,MAAM;QACtB,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE;YACtB,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,WAAY,CAAC,OAAO,EAAE;YAC9B,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,OAAO,wBAAwB,CAAC,QAAQ,CAAC;IAC7C,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,CAAC;QACzE,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC;IAC7E,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,EAAE;YACtD,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,iBAAiB,CAAC,KAA6B;QACnD,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,OAAO,CAAC,cAAe,CAAC,UAAU,CAAC,OAAO,EAAE;YAC5C,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAe,CAAC,UAAwB,CAAC;YAE3E,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE;gBAChC,KAAK,CAAC,sBAAsB,CAAC,OAAO,CAAC,sBAAsB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;aAC/G;SACJ;QAED,IAAI,CAAC,WAAW,GAAG,OAAO,GAAG,OAAO,CAAC,sBAAsB,CAAC;QAE5D,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAE9F,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,WAAW,MAAM,OAAO,CAAC,sBAAsB,QAAQ,CAAC;QAE3F,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,EAAE;YACzD,OAAO;SACV;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAEpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC,YAAY,EAAE;gBACrB,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;aACvD;SACJ;IACL,CAAC;IAEO,iBAAiB,CAAC,KAA6B,EAAE,UAAU,GAAG,KAAK;QACvE,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YACD,MAAM,eAAe,GACjB,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI;gBACxC,CAAC,CAAC,aAAa,IAAI,CAAC,YAAY,GAAG;gBACnC,CAAC,CAAC,sBAAsB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;YAEzG,MAAM,UAAU,GAAG,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC;YAE7E,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,OAAO,CAAC,sBAAsB,GAAG,UAAU,MAAM,CAAC;YACrM,OAAO;SACV;QAED,MAAM,eAAe,GACjB,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI;YACxC,CAAC,CAAC,aAAa,IAAI,CAAC,YAAY,GAAG;YACnC,CAAC,CAAC,iBAAiB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;QAEpG,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,OAAO,CAAC,sBAAsB,MAAM,CAAC;YACxL,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,IAAI,CAAC,WAAW,MAAM,CAAC;IAC9K,CAAC;IAEO,YAAY,CAAC,KAA6B,EAAE,MAAmC,EAAE,OAAe,EAAE,UAAU,GAAG,KAAK;QACxH,IAAI,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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n private _samplerName = \"textureSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
|
|
@@ -4,6 +4,8 @@ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialB
|
|
|
4
4
|
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
|
|
5
5
|
import { RegisterClass } from "../../../../Misc/typeStore.js";
|
|
6
6
|
import { editableInPropertyPage, PropertyTypeForEdition } from "../../../../Decorators/nodeDecorator.js";
|
|
7
|
+
import { ShaderLanguage } from "../../../shaderLanguage.js";
|
|
8
|
+
|
|
7
9
|
/**
|
|
8
10
|
* Block used to retrieve the depth (zbuffer) of the scene
|
|
9
11
|
* @since 5.0.0
|
|
@@ -107,14 +109,21 @@ export class SceneDepthBlock extends NodeMaterialBlock {
|
|
|
107
109
|
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
108
110
|
return;
|
|
109
111
|
}
|
|
110
|
-
|
|
112
|
+
const textureReadFunc = state.shaderLanguage === ShaderLanguage.GLSL
|
|
113
|
+
? `texture2D(${this._samplerName},`
|
|
114
|
+
: `textureSampleLevel(${this._samplerName}, ${this._samplerName + `Sampler`},`;
|
|
115
|
+
const complement = state.shaderLanguage === ShaderLanguage.GLSL ? "" : ", 0";
|
|
116
|
+
state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)}= ${textureReadFunc} ${uvInput.associatedVariableName}.xy${complement});\n`;
|
|
111
117
|
return;
|
|
112
118
|
}
|
|
119
|
+
const textureReadFunc = state.shaderLanguage === ShaderLanguage.GLSL
|
|
120
|
+
? `texture2D(${this._samplerName},`
|
|
121
|
+
: `textureSample(${this._samplerName}, ${this._samplerName + `Sampler`},`;
|
|
113
122
|
if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
|
|
114
|
-
state.compilationString +=
|
|
123
|
+
state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}.xy);\n`;
|
|
115
124
|
return;
|
|
116
125
|
}
|
|
117
|
-
state.compilationString +=
|
|
126
|
+
state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\n`;
|
|
118
127
|
}
|
|
119
128
|
_writeOutput(state, output, swizzle, vertexMode = false) {
|
|
120
129
|
if (vertexMode) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ? NodeMaterialBlockConnectionPointTypes.Vector3\r\n : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4\r\n ? NodeMaterialBlockConnectionPointTypes.Vector4\r\n : NodeMaterialBlockConnectionPointTypes.Vector2\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ? NodeMaterialBlockConnectionPointTypes.Vector3\r\n : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4\r\n ? NodeMaterialBlockConnectionPointTypes.Vector4\r\n : NodeMaterialBlockConnectionPointTypes.Vector2\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)}= ${textureReadFunc} ${uvInput.associatedVariableName}.xy${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
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@@ -831,9 +831,9 @@ export class NodeMaterial extends PushMaterial {
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831
831
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const dummyMesh = new Mesh(tempName + "PostProcess", this.getScene());
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832
832
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let buildId = this._buildId;
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833
833
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this._processDefines(dummyMesh, defines);
|
|
834
|
-
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);
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|
834
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString, this.shaderLanguage);
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835
835
|
if (!postProcess) {
|
|
836
|
-
postProcess = new PostProcess(this.name + "PostProcess", tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, options, camera, samplingMode, engine, reusable, defines.toString(), textureType, tempName, { maxSimultaneousLights: this.maxSimultaneousLights }, false, textureFormat);
|
|
836
|
+
postProcess = new PostProcess(this.name + "PostProcess", tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, options, camera, samplingMode, engine, reusable, defines.toString(), textureType, tempName, { maxSimultaneousLights: this.maxSimultaneousLights }, false, textureFormat, this.shaderLanguage);
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837
837
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}
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838
838
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else {
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839
839
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postProcess.updateEffect(defines.toString(), this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, { maxSimultaneousLights: this.maxSimultaneousLights }, undefined, undefined, tempName, tempName);
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@@ -875,11 +875,11 @@ export class NodeMaterial extends PushMaterial {
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875
875
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};
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876
876
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const defines = new NodeMaterialDefines();
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877
877
|
const result = this._processDefines(dummyMesh, defines);
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878
|
-
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);
|
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878
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString, this.shaderLanguage);
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879
879
|
let effect = this.getScene().getEngine().createEffect({
|
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880
880
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vertexElement: tempName,
|
|
881
881
|
fragmentElement: tempName,
|
|
882
|
-
}, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result?.fallbacks, undefined);
|
|
882
|
+
}, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result?.fallbacks, undefined, undefined, undefined, this.shaderLanguage);
|
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883
883
|
proceduralTexture.nodeMaterialSource = this;
|
|
884
884
|
proceduralTexture._setEffect(effect);
|
|
885
885
|
let buildId = this._buildId;
|
|
@@ -893,7 +893,7 @@ export class NodeMaterial extends PushMaterial {
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|
|
893
893
|
}
|
|
894
894
|
const result = this._processDefines(dummyMesh, defines);
|
|
895
895
|
if (result) {
|
|
896
|
-
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);
|
|
896
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString, this.shaderLanguage);
|
|
897
897
|
TimingTools.SetImmediate(() => {
|
|
898
898
|
effect = this.getScene().getEngine().createEffect({
|
|
899
899
|
vertexElement: tempName,
|
|
@@ -925,7 +925,7 @@ export class NodeMaterial extends PushMaterial {
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|
|
925
925
|
let join = particleSystemDefinesJoined;
|
|
926
926
|
if (!effect) {
|
|
927
927
|
const result = this._processDefines(dummyMesh, defines);
|
|
928
|
-
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString);
|
|
928
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, undefined, this.shaderLanguage);
|
|
929
929
|
particleSystem.fillDefines(particleSystemDefines, blendMode, false);
|
|
930
930
|
join = particleSystemDefines.join("\n");
|
|
931
931
|
effect = this.getScene()
|
|
@@ -949,7 +949,7 @@ export class NodeMaterial extends PushMaterial {
|
|
|
949
949
|
}
|
|
950
950
|
const result = this._processDefines(dummyMesh, defines);
|
|
951
951
|
if (result) {
|
|
952
|
-
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString);
|
|
952
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, undefined, this.shaderLanguage);
|
|
953
953
|
effect = this.getScene()
|
|
954
954
|
.getEngine()
|
|
955
955
|
.createEffectForParticles(tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString() + "\n" + join, result?.fallbacks, onCompiled, onError, particleSystem);
|