@babylonjs/core 7.11.4 → 7.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (513) hide show
  1. package/Actions/abstractActionManager.d.ts +1 -1
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Animations/animation.js +1 -2
  5. package/Animations/animation.js.map +1 -1
  6. package/Animations/animationGroupMask.d.ts +1 -1
  7. package/Animations/animationGroupMask.js +2 -2
  8. package/Animations/animationGroupMask.js.map +1 -1
  9. package/Animations/animationKey.d.ts +1 -1
  10. package/Animations/animationKey.js.map +1 -1
  11. package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
  12. package/Behaviors/Meshes/handConstraintBehavior.js +16 -17
  13. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  14. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -3
  15. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  16. package/Bones/bone.js +31 -32
  17. package/Bones/bone.js.map +1 -1
  18. package/Bones/boneIKController.js +5 -6
  19. package/Bones/boneIKController.js.map +1 -1
  20. package/Bones/boneLookController.js +13 -13
  21. package/Bones/boneLookController.js.map +1 -1
  22. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -6
  23. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +5 -5
  25. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  26. package/Cameras/VR/vrExperienceHelper.js +8 -10
  27. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  28. package/Compute/computeEffect.js +2 -3
  29. package/Compute/computeEffect.js.map +1 -1
  30. package/Compute/computeShader.js +19 -20
  31. package/Compute/computeShader.js.map +1 -1
  32. package/Culling/Helper/IBoundingInfoHelperPlatform.d.ts +4 -0
  33. package/Culling/Helper/IBoundingInfoHelperPlatform.js.map +1 -1
  34. package/Culling/Helper/boundingInfoHelper.d.ts +26 -4
  35. package/Culling/Helper/boundingInfoHelper.js +41 -10
  36. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  37. package/Culling/Helper/computeShaderBoundingHelper.d.ts +12 -3
  38. package/Culling/Helper/computeShaderBoundingHelper.js +164 -76
  39. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  40. package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +11 -0
  41. package/Culling/Helper/transformFeedbackBoundingHelper.js +46 -14
  42. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  43. package/Debug/debugLayer.d.ts +1 -1
  44. package/Debug/debugLayer.js.map +1 -1
  45. package/Decorators/nodeDecorator.d.ts +1 -1
  46. package/Decorators/nodeDecorator.js +1 -1
  47. package/Decorators/nodeDecorator.js.map +1 -1
  48. package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
  49. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  50. package/DeviceInput/eventFactory.js +3 -3
  51. package/DeviceInput/eventFactory.js.map +1 -1
  52. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +2 -2
  53. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  54. package/Engines/Extensions/engine.computeShader.d.ts +1 -1
  55. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  56. package/Engines/Extensions/engine.cubeTexture.js +2 -2
  57. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  58. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  59. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  60. package/Engines/Extensions/engine.multiRender.js +3 -3
  61. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  62. package/Engines/Extensions/engine.multiview.js +2 -2
  63. package/Engines/Extensions/engine.multiview.js.map +1 -1
  64. package/Engines/Extensions/engine.prefilteredCubeTexture.js +3 -3
  65. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  66. package/Engines/Extensions/engine.rawTexture.js +4 -4
  67. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  68. package/Engines/Extensions/engine.renderTarget.js +3 -3
  69. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  70. package/Engines/Extensions/engine.renderTargetCube.js +2 -2
  71. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  72. package/Engines/Native/nativeShaderProcessors.js +1 -2
  73. package/Engines/Native/nativeShaderProcessors.js.map +1 -1
  74. package/Engines/Processors/shaderProcessor.js +2 -3
  75. package/Engines/Processors/shaderProcessor.js.map +1 -1
  76. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -2
  77. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  78. package/Engines/WebGL/webGLShaderProcessors.js +1 -2
  79. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -2
  81. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  83. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -2
  85. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  86. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -2
  87. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  88. package/Engines/WebGPU/Extensions/engine.rawTexture.js +5 -5
  89. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  90. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  91. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  92. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  93. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  94. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  95. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  96. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +81 -82
  97. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  98. package/Engines/WebGPU/webgpuCacheSampler.js +60 -64
  99. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  100. package/Engines/WebGPU/webgpuClearQuad.js +1 -2
  101. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  102. package/Engines/WebGPU/webgpuComputeContext.js +13 -15
  103. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  104. package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
  105. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  106. package/Engines/WebGPU/webgpuHardwareTexture.js +6 -8
  107. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  108. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -2
  109. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  110. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  111. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  112. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -19
  113. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  114. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +8 -10
  115. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  116. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -28
  117. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  118. package/Engines/WebGPU/webgpuTextureHelper.js +413 -416
  119. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  120. package/Engines/WebGPU/webgpuTextureManager.js +50 -51
  121. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  122. package/Engines/WebGPU/webgpuTimestampQuery.js +1 -2
  123. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  124. package/Engines/abstractEngine.js +4 -4
  125. package/Engines/abstractEngine.js.map +1 -1
  126. package/Engines/engine.js +2 -2
  127. package/Engines/engine.js.map +1 -1
  128. package/Engines/nativeEngine.js +9 -9
  129. package/Engines/nativeEngine.js.map +1 -1
  130. package/Engines/nullEngine.js +5 -5
  131. package/Engines/nullEngine.js.map +1 -1
  132. package/Engines/renderTargetWrapper.js +1 -2
  133. package/Engines/renderTargetWrapper.js.map +1 -1
  134. package/Engines/shaderStore.js +6 -7
  135. package/Engines/shaderStore.js.map +1 -1
  136. package/Engines/thinEngine.js +4 -5
  137. package/Engines/thinEngine.js.map +1 -1
  138. package/Engines/webgpuEngine.d.ts +11 -0
  139. package/Engines/webgpuEngine.js +91 -72
  140. package/Engines/webgpuEngine.js.map +1 -1
  141. package/Events/deviceInputEvents.d.ts +1 -1
  142. package/Events/deviceInputEvents.js.map +1 -1
  143. package/FlowGraph/flowGraph.d.ts +1 -1
  144. package/FlowGraph/flowGraph.js +5 -5
  145. package/FlowGraph/flowGraph.js.map +1 -1
  146. package/FlowGraph/flowGraphBlock.js +2 -3
  147. package/FlowGraph/flowGraphBlock.js.map +1 -1
  148. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  149. package/FlowGraph/flowGraphConnection.js.map +1 -1
  150. package/FlowGraph/flowGraphDataConnection.js +3 -3
  151. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  152. package/FlowGraph/flowGraphExecutionBlock.js +2 -3
  153. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  154. package/FlowGraph/flowGraphSignalConnection.js +3 -3
  155. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  156. package/Gamepads/dualShockGamepad.d.ts +2 -2
  157. package/Gamepads/dualShockGamepad.js +14 -14
  158. package/Gamepads/dualShockGamepad.js.map +1 -1
  159. package/Gamepads/xboxGamepad.d.ts +2 -2
  160. package/Gamepads/xboxGamepad.js +14 -14
  161. package/Gamepads/xboxGamepad.js.map +1 -1
  162. package/Gizmos/gizmo.d.ts +2 -2
  163. package/Gizmos/gizmo.js +4 -4
  164. package/Gizmos/gizmo.js.map +1 -1
  165. package/Gizmos/gizmoManager.js +2 -2
  166. package/Gizmos/gizmoManager.js.map +1 -1
  167. package/Gizmos/scaleGizmo.js +3 -3
  168. package/Gizmos/scaleGizmo.js.map +1 -1
  169. package/Loading/sceneLoader.d.ts +1 -1
  170. package/Loading/sceneLoader.js +6 -6
  171. package/Loading/sceneLoader.js.map +1 -1
  172. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
  173. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  174. package/Materials/GreasedLine/greasedLinePluginMaterial.js +10 -11
  175. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  176. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +8 -9
  177. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  178. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +3 -4
  179. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/Dual/fogBlock.js +2 -3
  181. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  183. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/Dual/lightBlock.js +5 -6
  185. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -5
  187. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -8
  189. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Dual/textureBlock.js +4 -6
  191. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -4
  193. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +1 -2
  195. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -2
  197. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -2
  199. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +5 -6
  201. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -2
  203. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +5 -6
  205. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -4
  207. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +7 -9
  209. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -2
  211. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/Input/inputBlock.js +19 -21
  213. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +3 -4
  215. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -3
  217. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +4 -5
  219. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -2
  221. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -29
  223. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/PBR/reflectionBlock.js +4 -5
  225. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/PBR/refractionBlock.js +5 -6
  227. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -5
  229. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +2 -3
  231. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  232. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -2
  233. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  234. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +1 -2
  235. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  236. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -2
  237. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  238. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -2
  239. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  240. package/Materials/Node/Blocks/arcTan2Block.js +1 -2
  241. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  242. package/Materials/Node/Blocks/biPlanarBlock.js +3 -4
  243. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/clampBlock.js +4 -5
  245. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/cloudBlock.js +3 -4
  247. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/curveBlock.js +1 -2
  249. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  250. package/Materials/Node/Blocks/customBlock.js +1 -2
  251. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  252. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -2
  253. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  254. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
  255. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +35 -35
  256. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/modBlock.js +1 -2
  258. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/remapBlock.js +3 -3
  260. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -2
  262. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/transformBlock.js +1 -2
  264. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/triPlanarBlock.js +10 -12
  266. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/voronoiNoiseBlock.js +3 -4
  268. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
  270. package/Materials/Node/Blocks/waveBlock.js +4 -4
  271. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  272. package/Materials/Node/Blocks/worleyNoise3DBlock.js +3 -4
  273. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  274. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
  275. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.js.map +1 -1
  276. package/Materials/Node/nodeMaterial.js +3 -4
  277. package/Materials/Node/nodeMaterial.js.map +1 -1
  278. package/Materials/Node/nodeMaterialBlock.js +5 -6
  279. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  280. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
  281. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +10 -10
  282. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  283. package/Materials/Node/nodeMaterialBuildState.js +18 -19
  284. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  285. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js +3 -3
  286. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  287. package/Materials/PBR/pbrBaseMaterial.js +3 -4
  288. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  289. package/Materials/Textures/internalTexture.d.ts +1 -1
  290. package/Materials/Textures/internalTexture.js +13 -13
  291. package/Materials/Textures/internalTexture.js.map +1 -1
  292. package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
  293. package/Materials/Textures/ktx2decoderTypes.js.map +1 -1
  294. package/Materials/Textures/rawCubeTexture.js +1 -2
  295. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  296. package/Materials/effect.functions.js +2 -3
  297. package/Materials/effect.functions.js.map +1 -1
  298. package/Materials/effect.js +3 -4
  299. package/Materials/effect.js.map +1 -1
  300. package/Materials/effect.webgl.functions.js +1 -2
  301. package/Materials/effect.webgl.functions.js.map +1 -1
  302. package/Materials/material.js +7 -9
  303. package/Materials/material.js.map +1 -1
  304. package/Materials/materialPluginEvent.d.ts +1 -1
  305. package/Materials/materialPluginEvent.js.map +1 -1
  306. package/Materials/materialPluginManager.js +9 -11
  307. package/Materials/materialPluginManager.js.map +1 -1
  308. package/Materials/meshDebugPluginMaterial.d.ts +1 -1
  309. package/Materials/meshDebugPluginMaterial.js +2 -2
  310. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  311. package/Materials/shaderLanguage.d.ts +1 -1
  312. package/Materials/shaderLanguage.js.map +1 -1
  313. package/Materials/shadowDepthWrapper.js +1 -2
  314. package/Materials/shadowDepthWrapper.js.map +1 -1
  315. package/Materials/standardMaterial.js +2 -3
  316. package/Materials/standardMaterial.js.map +1 -1
  317. package/Maths/math.axis.d.ts +2 -2
  318. package/Maths/math.axis.js.map +1 -1
  319. package/Maths/math.path.d.ts +1 -1
  320. package/Maths/math.path.js +3 -3
  321. package/Maths/math.path.js.map +1 -1
  322. package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
  323. package/Meshes/Builders/greasedLineBuilder.js +21 -23
  324. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  325. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
  326. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  327. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +14 -14
  328. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  329. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +2 -2
  330. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  331. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +2 -2
  332. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  333. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +3 -3
  334. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  335. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +3 -3
  336. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  337. package/Meshes/Node/Blocks/Set/setColorsBlock.js +2 -2
  338. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  339. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +2 -2
  340. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
  341. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +2 -2
  342. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RefractionBlock } from \"./refractionBlock\";\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDist\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\")\r\n );\r\n this.registerInput(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vTranslucencyColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n state._excludeVariableName(\"dispersion\");\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 \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the thickness component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDist(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the dispersion input component\r\n */\r\n public get dispersion(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.thickness.isConnected) {\r\n const thicknessInput = new InputBlock(\"SubSurface thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 0;\r\n thicknessInput.output.connectTo(this.thickness);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", false, true);\r\n defines.setValue(\"SS_REFRACTIONINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_TRANSLUCENCYINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_USE_GLTF_TEXTURES\", false, true);\r\n defines.setValue(\"SS_DISPERSION\", this.dispersion.isConnected, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const thickness = ssBlock?.thickness.isConnected ? ssBlock.thickness.associatedVariableName : \"0.\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDist.isConnected ? ssBlock?.translucencyDiffusionDist.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable<RefractionBlock> = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable<RefractionBlock>;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n const dispersion = ssBlock?.dispersion.isConnected ? ssBlock?.dispersion.associatedVariableName : \"0.0\";\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `subSurfaceOutParams subSurfaceOut;\r\n\r\n #ifdef SUBSURFACE\r\n vec2 vThicknessParam = vec2(0., ${thickness});\r\n vec4 vTintColor = vec4(${tintColor}, ${refractionTintAtDistance});\r\n vec3 vSubSurfaceIntensity = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n float dispersion = ${dispersion};\r\n subSurfaceBlock(\r\n vSubSurfaceIntensity,\r\n vThicknessParam,\r\n vTintColor,\r\n normalW,\r\n specularEnvironmentReflectance,\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n vec4(0.),\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n ${reflectionBlock?._reflectionMatrixName},\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n reflectionOut.irradianceVector,\r\n #endif\r\n #if defined(REALTIME_FILTERING)\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._vReflectionFilteringInfoName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler,\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\r\n surfaceAlbedo,\r\n #endif\r\n #ifdef SS_REFRACTION\r\n ${worldPosVarName}.xyz,\r\n viewDirectionW,\r\n ${refractionView},\r\n ${refractionBlock?._vRefractionInfosName ?? \"\"},\r\n ${refractionBlock?._refractionMatrixName ?? \"\"},\r\n ${refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\"},\r\n vLightingIntensity,\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n roughness,\r\n #endif\r\n alphaG,\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n ${refractionBlock?._vRefractionFilteringInfoName ?? \"\"},\r\n #endif\r\n #ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\r\n vRefractionPosition,\r\n vRefractionSize,\r\n #endif\r\n #ifdef SS_DISPERSION\r\n dispersion,\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n ${translucencyDiffusionDistance},\r\n vTintColor,\r\n #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\r\n vec4(0.),\r\n #endif\r\n #endif\r\n subSurfaceOut\r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = specularEnvironmentReflectance;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SubSurfaceBlock\", SubSurfaceBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RefractionBlock } from \"./refractionBlock\";\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDist\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\")\r\n );\r\n this.registerInput(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vTranslucencyColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n state._excludeVariableName(\"dispersion\");\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 \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the thickness component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDist(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the dispersion input component\r\n */\r\n public get dispersion(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.thickness.isConnected) {\r\n const thicknessInput = new InputBlock(\"SubSurface thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 0;\r\n thicknessInput.output.connectTo(this.thickness);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", false, true);\r\n defines.setValue(\"SS_REFRACTIONINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_TRANSLUCENCYINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_USE_GLTF_TEXTURES\", false, true);\r\n defines.setValue(\"SS_DISPERSION\", this.dispersion.isConnected, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const thickness = ssBlock?.thickness.isConnected ? ssBlock.thickness.associatedVariableName : \"0.\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDist.isConnected ? ssBlock?.translucencyDiffusionDist.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable<RefractionBlock> = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable<RefractionBlock>;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n const dispersion = ssBlock?.dispersion.isConnected ? ssBlock?.dispersion.associatedVariableName : \"0.0\";\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `subSurfaceOutParams subSurfaceOut;\r\n\r\n #ifdef SUBSURFACE\r\n vec2 vThicknessParam = vec2(0., ${thickness});\r\n vec4 vTintColor = vec4(${tintColor}, ${refractionTintAtDistance});\r\n vec3 vSubSurfaceIntensity = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n float dispersion = ${dispersion};\r\n subSurfaceBlock(\r\n vSubSurfaceIntensity,\r\n vThicknessParam,\r\n vTintColor,\r\n normalW,\r\n specularEnvironmentReflectance,\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n vec4(0.),\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n ${reflectionBlock?._reflectionMatrixName},\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n reflectionOut.irradianceVector,\r\n #endif\r\n #if defined(REALTIME_FILTERING)\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._vReflectionFilteringInfoName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler,\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\r\n surfaceAlbedo,\r\n #endif\r\n #ifdef SS_REFRACTION\r\n ${worldPosVarName}.xyz,\r\n viewDirectionW,\r\n ${refractionView},\r\n ${refractionBlock?._vRefractionInfosName ?? \"\"},\r\n ${refractionBlock?._refractionMatrixName ?? \"\"},\r\n ${refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\"},\r\n vLightingIntensity,\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n roughness,\r\n #endif\r\n alphaG,\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n ${refractionBlock?._vRefractionFilteringInfoName ?? \"\"},\r\n #endif\r\n #ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\r\n vRefractionPosition,\r\n vRefractionSize,\r\n #endif\r\n #ifdef SS_DISPERSION\r\n dispersion,\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n ${translucencyDiffusionDistance},\r\n vTintColor,\r\n #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\r\n vec4(0.),\r\n #endif\r\n #endif\r\n subSurfaceOut\r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = specularEnvironmentReflectance;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SubSurfaceBlock\", SubSurfaceBlock);\r\n"]}
@@ -4,7 +4,6 @@ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialB
4
4
  import { NodeMaterialSystemValues } from "../../Enums/nodeMaterialSystemValues.js";
5
5
  import { InputBlock } from "../Input/inputBlock.js";
6
6
  import { RegisterClass } from "../../../../Misc/typeStore.js";
7
- import { ShaderLanguage } from "../../../shaderLanguage.js";
8
7
  /**
9
8
  * Block used to add support for instances
10
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances
@@ -145,7 +144,7 @@ export class InstancesBlock extends NodeMaterialBlock {
145
144
  let mat4 = "mat4";
146
145
  let instance = "gl_InstanceID";
147
146
  let floatCast = "float";
148
- if (state.shaderLanguage === ShaderLanguage.WGSL) {
147
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
149
148
  mat4 = "mat4x4f";
150
149
  instance = "vertexInputs.instanceIndex";
151
150
  floatCast = "f32";
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for instances\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n */\r\nexport class InstancesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new InstancesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"world0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"instanceID\", NodeMaterialBlockConnectionPointTypes.Float);\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 \"InstancesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first world row input component\r\n */\r\n public get world0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second world row input component\r\n */\r\n public get world1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the third world row input component\r\n */\r\n public get world2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the forth world row input component\r\n */\r\n public get world3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instanceID component\r\n */\r\n public get instanceID(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.world0.connectedPoint) {\r\n let world0Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world0\" && additionalFilteringInfo(b));\r\n\r\n if (!world0Input) {\r\n world0Input = new InputBlock(\"world0\");\r\n world0Input.setAsAttribute(\"world0\");\r\n }\r\n world0Input.output.connectTo(this.world0);\r\n }\r\n if (!this.world1.connectedPoint) {\r\n let world1Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world1\" && additionalFilteringInfo(b));\r\n\r\n if (!world1Input) {\r\n world1Input = new InputBlock(\"world1\");\r\n world1Input.setAsAttribute(\"world1\");\r\n }\r\n world1Input.output.connectTo(this.world1);\r\n }\r\n if (!this.world2.connectedPoint) {\r\n let world2Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world2\" && additionalFilteringInfo(b));\r\n\r\n if (!world2Input) {\r\n world2Input = new InputBlock(\"world2\");\r\n world2Input.setAsAttribute(\"world2\");\r\n }\r\n world2Input.output.connectTo(this.world2);\r\n }\r\n if (!this.world3.connectedPoint) {\r\n let world3Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world3\" && additionalFilteringInfo(b));\r\n\r\n if (!world3Input) {\r\n world3Input = new InputBlock(\"world3\");\r\n world3Input.setAsAttribute(\"world3\");\r\n }\r\n world3Input.output.connectTo(this.world3);\r\n }\r\n if (!this.world.connectedPoint) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world\" && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n this.world.define = \"!INSTANCES || THIN_INSTANCES\";\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n let changed = false;\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines.setValue(\"INSTANCES\", useInstances);\r\n changed = true;\r\n }\r\n\r\n if (subMesh && defines[\"THIN_INSTANCES\"] !== !!subMesh?.getRenderingMesh().hasThinInstances) {\r\n defines.setValue(\"THIN_INSTANCES\", !!subMesh?.getRenderingMesh().hasThinInstances);\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const engine = state.sharedData.scene.getEngine();\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Emit code\r\n const output = this._outputs[0];\r\n const instanceID = this._outputs[1];\r\n const world0 = this.world0;\r\n const world1 = this.world1;\r\n const world2 = this.world2;\r\n const world3 = this.world3;\r\n\r\n let mat4 = \"mat4\";\r\n let instance = \"gl_InstanceID\";\r\n let floatCast = \"float\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n mat4 = \"mat4x4f\";\r\n instance = \"vertexInputs.instanceIndex\";\r\n floatCast = \"f32\";\r\n }\r\n\r\n state.compilationString += `#ifdef INSTANCES\\n`;\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${mat4}(${world0.associatedVariableName}, ${world1.associatedVariableName}, ${world2.associatedVariableName}, ${world3.associatedVariableName});\\n`;\r\n state.compilationString += `#ifdef THIN_INSTANCES\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.world.associatedVariableName} * ${output.associatedVariableName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n if (engine._caps.canUseGLInstanceID) {\r\n state.compilationString += state._declareOutput(instanceID) + ` = ${floatCast}(${instance});\\n`;\r\n } else {\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${this.world.associatedVariableName};\\n`;\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstancesBlock\", InstancesBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for instances\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\r\n */\r\nexport class InstancesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new InstancesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"world0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"instanceID\", NodeMaterialBlockConnectionPointTypes.Float);\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 \"InstancesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first world row input component\r\n */\r\n public get world0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second world row input component\r\n */\r\n public get world1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the third world row input component\r\n */\r\n public get world2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the forth world row input component\r\n */\r\n public get world3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the instanceID component\r\n */\r\n public get instanceID(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.world0.connectedPoint) {\r\n let world0Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world0\" && additionalFilteringInfo(b));\r\n\r\n if (!world0Input) {\r\n world0Input = new InputBlock(\"world0\");\r\n world0Input.setAsAttribute(\"world0\");\r\n }\r\n world0Input.output.connectTo(this.world0);\r\n }\r\n if (!this.world1.connectedPoint) {\r\n let world1Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world1\" && additionalFilteringInfo(b));\r\n\r\n if (!world1Input) {\r\n world1Input = new InputBlock(\"world1\");\r\n world1Input.setAsAttribute(\"world1\");\r\n }\r\n world1Input.output.connectTo(this.world1);\r\n }\r\n if (!this.world2.connectedPoint) {\r\n let world2Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world2\" && additionalFilteringInfo(b));\r\n\r\n if (!world2Input) {\r\n world2Input = new InputBlock(\"world2\");\r\n world2Input.setAsAttribute(\"world2\");\r\n }\r\n world2Input.output.connectTo(this.world2);\r\n }\r\n if (!this.world3.connectedPoint) {\r\n let world3Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world3\" && additionalFilteringInfo(b));\r\n\r\n if (!world3Input) {\r\n world3Input = new InputBlock(\"world3\");\r\n world3Input.setAsAttribute(\"world3\");\r\n }\r\n world3Input.output.connectTo(this.world3);\r\n }\r\n if (!this.world.connectedPoint) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world\" && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n this.world.define = \"!INSTANCES || THIN_INSTANCES\";\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n let changed = false;\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines.setValue(\"INSTANCES\", useInstances);\r\n changed = true;\r\n }\r\n\r\n if (subMesh && defines[\"THIN_INSTANCES\"] !== !!subMesh?.getRenderingMesh().hasThinInstances) {\r\n defines.setValue(\"THIN_INSTANCES\", !!subMesh?.getRenderingMesh().hasThinInstances);\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const engine = state.sharedData.scene.getEngine();\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Emit code\r\n const output = this._outputs[0];\r\n const instanceID = this._outputs[1];\r\n const world0 = this.world0;\r\n const world1 = this.world1;\r\n const world2 = this.world2;\r\n const world3 = this.world3;\r\n\r\n let mat4 = \"mat4\";\r\n let instance = \"gl_InstanceID\";\r\n let floatCast = \"float\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n mat4 = \"mat4x4f\";\r\n instance = \"vertexInputs.instanceIndex\";\r\n floatCast = \"f32\";\r\n }\r\n\r\n state.compilationString += `#ifdef INSTANCES\\n`;\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${mat4}(${world0.associatedVariableName}, ${world1.associatedVariableName}, ${world2.associatedVariableName}, ${world3.associatedVariableName});\\n`;\r\n state.compilationString += `#ifdef THIN_INSTANCES\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.world.associatedVariableName} * ${output.associatedVariableName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n if (engine._caps.canUseGLInstanceID) {\r\n state.compilationString += state._declareOutput(instanceID) + ` = ${floatCast}(${instance});\\n`;\r\n } else {\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(output) + ` = ${this.world.associatedVariableName};\\n`;\r\n state.compilationString += state._declareOutput(instanceID) + ` = 0.0;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InstancesBlock\", InstancesBlock);\r\n"]}
@@ -3,7 +3,6 @@ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialB
3
3
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
4
4
  import { RegisterClass } from "../../../../Misc/typeStore.js";
5
5
  import { PointLight } from "../../../../Lights/pointLight.js";
6
- import { ShaderLanguage } from "../../../shaderLanguage.js";
7
6
  /**
8
7
  * Block used to get data information from a light
9
8
  */
@@ -141,7 +140,7 @@ export class LightInformationBlock extends NodeMaterialBlock {
141
140
  this._lightShadowUniformName = state._getFreeVariableName("shadowData");
142
141
  this._lightShadowExtraUniformName = state._getFreeVariableName("shadowExtraData");
143
142
  this._lightTypeDefineName = state._getFreeDefineName("LIGHTPOINTTYPE");
144
- const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? "uniforms." : "";
143
+ const uniformAdd = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "uniforms." : "";
145
144
  state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);
146
145
  state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);
147
146
  state.compilationString += `#ifdef ${this._lightTypeDefineName}\n`;
@@ -1 +1 @@
1
- {"version":3,"file":"lightInformationBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Vertex/lightInformationBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAG1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAO3D,OAAO,EAAE,UAAU,EAAE,MAAM,+BAA+B,CAAC;AAI3D,OAAO,EAAE,cAAc,EAAE,mCAAsC;AAE/D;;GAEG;AACH,MAAM,OAAO,qBAAsB,SAAQ,iBAAiB;IAaxD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAE7C,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAChF,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAC3E,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAC/E,IAAI,CAAC,cAAc,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrF,IAAI,CAAC,cAAc,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrF,IAAI,CAAC,cAAc,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;IAC3F,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,YAA0B,EAAE,IAAW;QACxE,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,EAAE;YACvC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;SACrB;QAED,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,MAAM,KAAK,GAAG,YAAY,CAAC,QAAQ,EAAE,CAAC;QAEtC,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE;YAC/B,KAAK,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACrC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YAC5B,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtD,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1D,OAAO;SACV;QAED,KAAK,CAAC,4BAA4B,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAEvE,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,sBAAsB,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;QAE9E,MAAM,SAAS,GAAG,KAAK,CAAC,kBAAkB,EAAqB,CAAC;QAChE,IAAI,IAAI,CAAC,UAAU,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE;YAC1G,IAAI,SAAS,EAAE;gBACX,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,uBAAuB,EAAE,SAAS,CAAC,IAAI,EAAE,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC;aAC9G;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,uBAAuB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aAC3D;SACJ;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,SAAS,IAAI,KAAK,CAAC,YAAY,EAAE;gBACjC,MAAM,WAAW,GAAG,KAAoB,CAAC;gBACzC,MAAM,CAAC,SAAS,CACZ,IAAI,CAAC,4BAA4B,EACjC,WAAW,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,EAC5C,WAAW,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,WAAW,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,CAC9F,CAAC;aACL;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,4BAA4B,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aAC7D;SACJ;IACL,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,IAAI,CAAC,OAAO,CAAC,eAAe,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YACxD,OAAO;SACV;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAElC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,oBAAoB,EAAE,KAAK,IAAI,KAAK,YAAY,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;IAC3G,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC3C,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QACnC,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC/C,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC/C,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE/C,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC,oBAAoB,CAAC,WAAW,CAAC,CAAC;QACrE,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACvE,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACxE,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAEvE,MAAM,UAAU,GAAG,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC;QAEnF,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,qBAAqB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACxG,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,sBAAsB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAEzG,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,oBAAoB,IAAI,CAAC;QACnE,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\";\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${this._lightDataUniformName});\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += state._declareOutput(color) + ` = ${uniformAdd}${this._lightColorUniformName}.rgb;\\n`;\r\n state.compilationString += state._declareOutput(intensity) + ` = ${uniformAdd}${this._lightColorUniformName}.a;\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.x;\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowNormalBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.y;\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowDepthScale) + ` = ${uniformAdd}${this._lightShadowUniformName}.z;\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state.compilationString += state._declareOutput(shadowDepthRange) + ` = ${this._lightShadowUniformName};\\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 if (this.light) {\r\n serializationObject.lightId = this.light.id;\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 if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\";\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${this._lightDataUniformName});\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += state._declareOutput(color) + ` = ${uniformAdd}${this._lightColorUniformName}.rgb;\\n`;\r\n state.compilationString += state._declareOutput(intensity) + ` = ${uniformAdd}${this._lightColorUniformName}.a;\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.x;\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowNormalBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.y;\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowDepthScale) + ` = ${uniformAdd}${this._lightShadowUniformName}.z;\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state.compilationString += state._declareOutput(shadowDepthRange) + ` = ${this._lightShadowUniformName};\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
@@ -7,7 +7,6 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
7
7
  import "../../../../Shaders/ShadersInclude/morphTargetsVertexDeclaration.js";
8
8
  import "../../../../Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
9
9
  import { BindMorphTargetParameters, PrepareDefinesForMorphTargets } from "../../../materialHelper.functions.js";
10
- import { ShaderLanguage } from "../../../shaderLanguage.js";
11
10
  /**
12
11
  * Block used to add morph targets support to vertex shader
13
12
  */
@@ -160,7 +159,7 @@ export class MorphTargetsBlock extends NodeMaterialBlock {
160
159
  injectionCode += `${state._declareLocalVar("vertexID", NodeMaterialBlockConnectionPointTypes.Float)};\n`;
161
160
  }
162
161
  injectionCode += `#ifdef MORPHTARGETS\n`;
163
- const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;
162
+ const isWebGPU = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */;
164
163
  const uniformsPrefix = isWebGPU ? "uniforms." : "";
165
164
  if (manager?.isUsingTextureForTargets) {
166
165
  injectionCode += `for (${isWebGPU ? "var" : "int"} i = 0; i < NUM_MORPH_INFLUENCERS; i++) {\n`;
@@ -1 +1 @@
1
- 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AAQ,CAAC,MAAM,EAAE,CAAC,sBAAsB,KAAK,CAAC;QACjG,KAAK,CAAC,iBAAiB,IAAI,SAAS,CAAC;QACrC,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QACjF,KAAK,CAAC,iBAAiB,IAAI,UAAU,CAAC;QAEtC,qBAAqB;QACrB,IAAI,CAAC,wBAAwB,GAAG,KAAK,CAAC,wBAAwB,CAAC;QAC/D,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,wBAAwB,CAAC;QAEzD,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,2BAA2B,EAAE,iBAAiB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../../../../Buffers/buffer\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport { BindMorphTargetParameters, PrepareDefinesForMorphTargets } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add morph targets support to vertex shader\r\n */\r\nexport class MorphTargetsBlock extends NodeMaterialBlock {\r\n private _repeatableContentAnchor: string;\r\n\r\n /**\r\n * Create a new MorphTargetsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"tangent\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.tangent.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color4 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Vector3\r\n );\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"positionOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"normalOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"tangentOutput\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"uvOutput\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MorphTargetsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tangent input component\r\n */\r\n public get tangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the position output component\r\n */\r\n public get positionOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal output component\r\n */\r\n public get normalOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tangent output component\r\n */\r\n public get tangentOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent output component\r\n */\r\n public get uvOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"morphTargetInfluences\");\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\" && additionalFilteringInfo(b));\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n if (!this.normal.isConnected) {\r\n let normalInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"normal\" && additionalFilteringInfo(b));\r\n\r\n if (!normalInput) {\r\n normalInput = new InputBlock(\"normal\");\r\n normalInput.setAsAttribute(\"normal\");\r\n }\r\n normalInput.output.connectTo(this.normal);\r\n }\r\n if (!this.tangent.isConnected) {\r\n let tangentInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"tangent\" && additionalFilteringInfo(b));\r\n\r\n if (!tangentInput) {\r\n tangentInput = new InputBlock(\"tangent\");\r\n tangentInput.setAsAttribute(\"tangent\");\r\n }\r\n tangentInput.output.connectTo(this.tangent);\r\n }\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(\"uv\");\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if ((<Mesh>mesh).morphTargetManager) {\r\n const morphTargetManager = (<Mesh>mesh).morphTargetManager;\r\n\r\n if (morphTargetManager?.isUsingTextureForTargets && (morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers) !== defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n defines.markAsAttributesDirty();\r\n }\r\n }\r\n\r\n if (!defines._areAttributesDirty) {\r\n return;\r\n }\r\n\r\n PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (mesh && mesh.morphTargetManager && mesh.morphTargetManager.numInfluencers > 0) {\r\n BindMorphTargetParameters(mesh, effect);\r\n\r\n if (mesh.morphTargetManager.isUsingTextureForTargets) {\r\n mesh.morphTargetManager._bind(effect);\r\n }\r\n }\r\n }\r\n\r\n public override replaceRepeatableContent(\r\n vertexShaderState: NodeMaterialBuildState,\r\n fragmentShaderState: NodeMaterialBuildState,\r\n mesh: AbstractMesh,\r\n defines: NodeMaterialDefines\r\n ) {\r\n const position = this.position;\r\n const normal = this.normal;\r\n const tangent = this.tangent;\r\n const uv = this.uv;\r\n const positionOutput = this.positionOutput;\r\n const normalOutput = this.normalOutput;\r\n const tangentOutput = this.tangentOutput;\r\n const uvOutput = this.uvOutput;\r\n const state = vertexShaderState;\r\n const repeatCount = defines.NUM_MORPH_INFLUENCERS as number;\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n const hasNormals = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const hasTangents = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const hasUVs = manager && manager.supportsUVs && defines[\"UV1\"];\r\n\r\n let injectionCode = \"\";\r\n\r\n if (manager?.isUsingTextureForTargets && repeatCount > 0) {\r\n injectionCode += `${state._declareLocalVar(\"vertexID\", NodeMaterialBlockConnectionPointTypes.Float)};\\n`;\r\n }\r\n\r\n injectionCode += `#ifdef MORPHTARGETS\\n`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const uniformsPrefix = isWebGPU ? \"uniforms.\" : \"\";\r\n if (manager?.isUsingTextureForTargets) {\r\n injectionCode += `for (${isWebGPU ? \"var\" : \"int\"} i = 0; i < NUM_MORPH_INFLUENCERS; i++) {\\n`;\r\n injectionCode += `if (i >= ${uniformsPrefix}morphTargetCount) { break; }\\n`;\r\n\r\n injectionCode += `vertexID = ${isWebGPU ? \"f32(vertexInputs.vertexIndex\" : \"float(gl_VertexID\"}) * ${uniformsPrefix}morphTargetTextureInfo.x;\\n`;\r\n injectionCode += `${positionOutput.associatedVariableName} += (readVector3FromRawSampler(i, vertexID) - ${position.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n injectionCode += `vertexID += 1.0;\\n`;\r\n\r\n if (hasNormals) {\r\n injectionCode += `#ifdef MORPHTARGETS_NORMAL\\n`;\r\n injectionCode += `${normalOutput.associatedVariableName} += (readVector3FromRawSampler(i, vertexID) - ${normal.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n injectionCode += `vertexID += 1.0;\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasUVs) {\r\n injectionCode += `#ifdef MORPHTARGETS_UV\\n`;\r\n injectionCode += `${uvOutput.associatedVariableName} += (readVector3FromRawSampler(i, vertexID).xy - ${uv.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n injectionCode += `vertexID += 1.0;\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasTangents) {\r\n injectionCode += `#ifdef MORPHTARGETS_TANGENT\\n`;\r\n injectionCode += `${tangentOutput.associatedVariableName}.xyz += (readVector3FromRawSampler(i, vertexID) - ${tangent.associatedVariableName}.xyz) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n\r\n if (tangent.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = ${tangent.associatedVariableName}.w;\\n`;\r\n } else {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = 1.;\\n`;\r\n }\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n injectionCode += \"}\\n\";\r\n } else {\r\n for (let index = 0; index < repeatCount; index++) {\r\n injectionCode += `${positionOutput.associatedVariableName} += (position${index} - ${position.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n\r\n if (hasNormals) {\r\n injectionCode += `#ifdef MORPHTARGETS_NORMAL\\n`;\r\n injectionCode += `${normalOutput.associatedVariableName} += (normal${index} - ${normal.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasUVs) {\r\n injectionCode += `#ifdef MORPHTARGETS_UV\\n`;\r\n injectionCode += `${uvOutput.associatedVariableName}.xy += (uv_${index} - ${uv.associatedVariableName}.xy) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasTangents) {\r\n injectionCode += `#ifdef MORPHTARGETS_TANGENT\\n`;\r\n injectionCode += `${tangentOutput.associatedVariableName}.xyz += (tangent${index} - ${tangent.associatedVariableName}.xyz) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n\r\n if (tangent.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = ${tangent.associatedVariableName}.w;\\n`;\r\n } else {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = 1.;\\n`;\r\n }\r\n injectionCode += `#endif\\n`;\r\n }\r\n }\r\n }\r\n injectionCode += `#endif\\n`;\r\n\r\n state.compilationString = state.compilationString.replace(this._repeatableContentAnchor, injectionCode);\r\n\r\n if (repeatCount > 0) {\r\n for (let index = 0; index < repeatCount; index++) {\r\n state.attributes.push(VertexBuffer.PositionKind + index);\r\n\r\n if (hasNormals) {\r\n state.attributes.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (hasTangents) {\r\n state.attributes.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (hasUVs) {\r\n state.attributes.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Register for repeatable content generation\r\n state.sharedData.repeatableContentBlocks.push(this);\r\n\r\n // Emit code\r\n const position = this.position;\r\n const normal = this.normal;\r\n const tangent = this.tangent;\r\n const uv = this.uv;\r\n const positionOutput = this.positionOutput;\r\n const normalOutput = this.normalOutput;\r\n const tangentOutput = this.tangentOutput;\r\n const uvOutput = this.uvOutput;\r\n const comments = `//${this.name}`;\r\n\r\n state.uniforms.push(\"morphTargetInfluences\");\r\n state.uniforms.push(\"morphTargetCount\");\r\n state.uniforms.push(\"morphTargetTextureInfo\");\r\n state.uniforms.push(\"morphTargetTextureIndices\");\r\n state.samplers.push(\"morphTargets\");\r\n\r\n state._emitFunctionFromInclude(\"morphTargetsVertexGlobalDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"morphTargetsVertexDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousMorphTargets\",\r\n });\r\n\r\n state.compilationString += `${state._declareOutput(positionOutput)} = ${position.associatedVariableName};\\n`;\r\n state.compilationString += `#ifdef NORMAL\\n`;\r\n state.compilationString += `${state._declareOutput(normalOutput)} = ${normal.associatedVariableName};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(normalOutput)} = vec3(0., 0., 0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#ifdef TANGENT\\n`;\r\n state.compilationString += `${state._declareOutput(tangentOutput)} = ${tangent.associatedVariableName};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(tangentOutput)} = vec4(0., 0., 0., 0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#ifdef UV1\\n`;\r\n state.compilationString += `${state._declareOutput(uvOutput)} = ${uv.associatedVariableName};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(uvOutput)} = vec2(0., 0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n // Repeatable content\r\n this._repeatableContentAnchor = state._repeatableContentAnchor;\r\n state.compilationString += this._repeatableContentAnchor;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MorphTargetsBlock\", MorphTargetsBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../../../../Buffers/buffer\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport { BindMorphTargetParameters, PrepareDefinesForMorphTargets } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add morph targets support to vertex shader\r\n */\r\nexport class MorphTargetsBlock extends NodeMaterialBlock {\r\n private _repeatableContentAnchor: string;\r\n\r\n /**\r\n * Create a new MorphTargetsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"tangent\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.tangent.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color4 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Vector3\r\n );\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"positionOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"normalOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"tangentOutput\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"uvOutput\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MorphTargetsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tangent input component\r\n */\r\n public get tangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the position output component\r\n */\r\n public get positionOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal output component\r\n */\r\n public get normalOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tangent output component\r\n */\r\n public get tangentOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent output component\r\n */\r\n public get uvOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"morphTargetInfluences\");\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\" && additionalFilteringInfo(b));\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n if (!this.normal.isConnected) {\r\n let normalInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"normal\" && additionalFilteringInfo(b));\r\n\r\n if (!normalInput) {\r\n normalInput = new InputBlock(\"normal\");\r\n normalInput.setAsAttribute(\"normal\");\r\n }\r\n normalInput.output.connectTo(this.normal);\r\n }\r\n if (!this.tangent.isConnected) {\r\n let tangentInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"tangent\" && additionalFilteringInfo(b));\r\n\r\n if (!tangentInput) {\r\n tangentInput = new InputBlock(\"tangent\");\r\n tangentInput.setAsAttribute(\"tangent\");\r\n }\r\n tangentInput.output.connectTo(this.tangent);\r\n }\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(\"uv\");\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if ((<Mesh>mesh).morphTargetManager) {\r\n const morphTargetManager = (<Mesh>mesh).morphTargetManager;\r\n\r\n if (morphTargetManager?.isUsingTextureForTargets && (morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers) !== defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n defines.markAsAttributesDirty();\r\n }\r\n }\r\n\r\n if (!defines._areAttributesDirty) {\r\n return;\r\n }\r\n\r\n PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (mesh && mesh.morphTargetManager && mesh.morphTargetManager.numInfluencers > 0) {\r\n BindMorphTargetParameters(mesh, effect);\r\n\r\n if (mesh.morphTargetManager.isUsingTextureForTargets) {\r\n mesh.morphTargetManager._bind(effect);\r\n }\r\n }\r\n }\r\n\r\n public override replaceRepeatableContent(\r\n vertexShaderState: NodeMaterialBuildState,\r\n fragmentShaderState: NodeMaterialBuildState,\r\n mesh: AbstractMesh,\r\n defines: NodeMaterialDefines\r\n ) {\r\n const position = this.position;\r\n const normal = this.normal;\r\n const tangent = this.tangent;\r\n const uv = this.uv;\r\n const positionOutput = this.positionOutput;\r\n const normalOutput = this.normalOutput;\r\n const tangentOutput = this.tangentOutput;\r\n const uvOutput = this.uvOutput;\r\n const state = vertexShaderState;\r\n const repeatCount = defines.NUM_MORPH_INFLUENCERS as number;\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n const hasNormals = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const hasTangents = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const hasUVs = manager && manager.supportsUVs && defines[\"UV1\"];\r\n\r\n let injectionCode = \"\";\r\n\r\n if (manager?.isUsingTextureForTargets && repeatCount > 0) {\r\n injectionCode += `${state._declareLocalVar(\"vertexID\", NodeMaterialBlockConnectionPointTypes.Float)};\\n`;\r\n }\r\n\r\n injectionCode += `#ifdef MORPHTARGETS\\n`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const uniformsPrefix = isWebGPU ? \"uniforms.\" : \"\";\r\n if (manager?.isUsingTextureForTargets) {\r\n injectionCode += `for (${isWebGPU ? \"var\" : \"int\"} i = 0; i < NUM_MORPH_INFLUENCERS; i++) {\\n`;\r\n injectionCode += `if (i >= ${uniformsPrefix}morphTargetCount) { break; }\\n`;\r\n\r\n injectionCode += `vertexID = ${isWebGPU ? \"f32(vertexInputs.vertexIndex\" : \"float(gl_VertexID\"}) * ${uniformsPrefix}morphTargetTextureInfo.x;\\n`;\r\n injectionCode += `${positionOutput.associatedVariableName} += (readVector3FromRawSampler(i, vertexID) - ${position.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n injectionCode += `vertexID += 1.0;\\n`;\r\n\r\n if (hasNormals) {\r\n injectionCode += `#ifdef MORPHTARGETS_NORMAL\\n`;\r\n injectionCode += `${normalOutput.associatedVariableName} += (readVector3FromRawSampler(i, vertexID) - ${normal.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n injectionCode += `vertexID += 1.0;\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasUVs) {\r\n injectionCode += `#ifdef MORPHTARGETS_UV\\n`;\r\n injectionCode += `${uvOutput.associatedVariableName} += (readVector3FromRawSampler(i, vertexID).xy - ${uv.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n injectionCode += `vertexID += 1.0;\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasTangents) {\r\n injectionCode += `#ifdef MORPHTARGETS_TANGENT\\n`;\r\n injectionCode += `${tangentOutput.associatedVariableName}.xyz += (readVector3FromRawSampler(i, vertexID) - ${tangent.associatedVariableName}.xyz) * ${uniformsPrefix}morphTargetInfluences[i];\\n`;\r\n\r\n if (tangent.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = ${tangent.associatedVariableName}.w;\\n`;\r\n } else {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = 1.;\\n`;\r\n }\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n injectionCode += \"}\\n\";\r\n } else {\r\n for (let index = 0; index < repeatCount; index++) {\r\n injectionCode += `${positionOutput.associatedVariableName} += (position${index} - ${position.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n\r\n if (hasNormals) {\r\n injectionCode += `#ifdef MORPHTARGETS_NORMAL\\n`;\r\n injectionCode += `${normalOutput.associatedVariableName} += (normal${index} - ${normal.associatedVariableName}) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasUVs) {\r\n injectionCode += `#ifdef MORPHTARGETS_UV\\n`;\r\n injectionCode += `${uvOutput.associatedVariableName}.xy += (uv_${index} - ${uv.associatedVariableName}.xy) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n injectionCode += `#endif\\n`;\r\n }\r\n\r\n if (hasTangents) {\r\n injectionCode += `#ifdef MORPHTARGETS_TANGENT\\n`;\r\n injectionCode += `${tangentOutput.associatedVariableName}.xyz += (tangent${index} - ${tangent.associatedVariableName}.xyz) * ${uniformsPrefix}morphTargetInfluences[${index}];\\n`;\r\n\r\n if (tangent.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = ${tangent.associatedVariableName}.w;\\n`;\r\n } else {\r\n injectionCode += `${tangentOutput.associatedVariableName}.w = 1.;\\n`;\r\n }\r\n injectionCode += `#endif\\n`;\r\n }\r\n }\r\n }\r\n injectionCode += `#endif\\n`;\r\n\r\n state.compilationString = state.compilationString.replace(this._repeatableContentAnchor, injectionCode);\r\n\r\n if (repeatCount > 0) {\r\n for (let index = 0; index < repeatCount; index++) {\r\n state.attributes.push(VertexBuffer.PositionKind + index);\r\n\r\n if (hasNormals) {\r\n state.attributes.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (hasTangents) {\r\n state.attributes.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (hasUVs) {\r\n state.attributes.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Register for repeatable content generation\r\n state.sharedData.repeatableContentBlocks.push(this);\r\n\r\n // Emit code\r\n const position = this.position;\r\n const normal = this.normal;\r\n const tangent = this.tangent;\r\n const uv = this.uv;\r\n const positionOutput = this.positionOutput;\r\n const normalOutput = this.normalOutput;\r\n const tangentOutput = this.tangentOutput;\r\n const uvOutput = this.uvOutput;\r\n const comments = `//${this.name}`;\r\n\r\n state.uniforms.push(\"morphTargetInfluences\");\r\n state.uniforms.push(\"morphTargetCount\");\r\n state.uniforms.push(\"morphTargetTextureInfo\");\r\n state.uniforms.push(\"morphTargetTextureIndices\");\r\n state.samplers.push(\"morphTargets\");\r\n\r\n state._emitFunctionFromInclude(\"morphTargetsVertexGlobalDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"morphTargetsVertexDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousMorphTargets\",\r\n });\r\n\r\n state.compilationString += `${state._declareOutput(positionOutput)} = ${position.associatedVariableName};\\n`;\r\n state.compilationString += `#ifdef NORMAL\\n`;\r\n state.compilationString += `${state._declareOutput(normalOutput)} = ${normal.associatedVariableName};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(normalOutput)} = vec3(0., 0., 0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#ifdef TANGENT\\n`;\r\n state.compilationString += `${state._declareOutput(tangentOutput)} = ${tangent.associatedVariableName};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(tangentOutput)} = vec4(0., 0., 0., 0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#ifdef UV1\\n`;\r\n state.compilationString += `${state._declareOutput(uvOutput)} = ${uv.associatedVariableName};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(uvOutput)} = vec2(0., 0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n // Repeatable content\r\n this._repeatableContentAnchor = state._repeatableContentAnchor;\r\n state.compilationString += this._repeatableContentAnchor;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MorphTargetsBlock\", MorphTargetsBlock);\r\n"]}
@@ -2,7 +2,6 @@ import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
2
2
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
3
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
4
4
  import { RegisterClass } from "../../../../Misc/typeStore.js";
5
- import { ShaderLanguage } from "../../../shaderLanguage.js";
6
5
  /**
7
6
  * Block used to output the vertex position
8
7
  */
@@ -42,7 +41,7 @@ export class VertexOutputBlock extends NodeMaterialBlock {
42
41
  _buildBlock(state) {
43
42
  super._buildBlock(state);
44
43
  const input = this.vector;
45
- if (state.shaderLanguage === ShaderLanguage.WGSL) {
44
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
46
45
  state.compilationString += `vertexOutputs.position = ${input.associatedVariableName};\n`;
47
46
  }
48
47
  else {
@@ -1 +1 @@
1
- {"version":3,"file":"vertexOutputBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Vertex/vertexOutputBlock.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;AAEhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAI3D,OAAO,EAAE,cAAc,EAAE,mCAAsC;AAE/D;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,iBAAiB;IACpD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAEO,0BAA0B,CAAC,QAAwC,EAAE,mBAA4B;QACrG,IAAI,mBAAmB,EAAE;YACrB,OAAO,IAAI,CAAC;SACf;QAED,KAAK,MAAM,IAAI,IAAI,QAAQ,EAAE;YACzB,IAAK,IAA4B,CAAC,mBAAmB,EAAE;gBACnD,OAAO,IAAI,CAAC;aACf;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,EAAE;YAC9C,KAAK,CAAC,iBAAiB,IAAI,4BAA4B,KAAK,CAAC,sBAAsB,KAAK,CAAC;SAC5F;aAAM;YACH,KAAK,CAAC,iBAAiB,IAAI,iBAAiB,KAAK,CAAC,sBAAsB,KAAK,CAAC;SACjF;QAED,WAAW;QACX,IAAI,IAAI,CAAC,0BAA0B,CAAC,KAAK,CAAC,UAAU,CAAC,mBAAmB,EAAE,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,mBAAmB,CAAC,EAAE;YAC1H,KAAK,CAAC,sBAAsB,CAAC,0BAA0B,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YACtG,KAAK,CAAC,sBAAsB,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YAE5F,KAAK,CAAC,iBAAiB,IAAI,yCAAyC,CAAC;YACrE,KAAK,CAAC,iBAAiB,IAAI,mFAAmF,CAAC;SAClH;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,2BAA2B,EAAE,iBAAiB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Immutable } from \"../../../../types\";\r\n\r\nimport type { FragmentOutputBlock } from \"../Fragment/fragmentOutputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to output the vertex position\r\n */\r\nexport class VertexOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new VertexOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex, true);\r\n\r\n this.registerInput(\"vector\", NodeMaterialBlockConnectionPointTypes.Vector4);\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 \"VertexOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the vector input component\r\n */\r\n public get vector(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n private _isLogarithmicDepthEnabled(nodeList: Immutable<NodeMaterialBlock[]>, useLogarithmicDepth: boolean): boolean {\r\n if (useLogarithmicDepth) {\r\n return true;\r\n }\r\n\r\n for (const node of nodeList) {\r\n if ((node as FragmentOutputBlock).useLogarithmicDepth) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const input = this.vector;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `vertexOutputs.position = ${input.associatedVariableName};\\n`;\r\n } else {\r\n state.compilationString += `gl_Position = ${input.associatedVariableName};\\n`;\r\n }\r\n\r\n // TODOWGSL\r\n if (this._isLogarithmicDepthEnabled(state.sharedData.fragmentOutputNodes, state.sharedData.nodeMaterial.useLogarithmicDepth)) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n state.compilationString += `vFragmentDepth = 1.0 + gl_Position.w;\\n`;\r\n state.compilationString += `gl_Position.z = log2(max(0.000001, vFragmentDepth)) * logarithmicDepthConstant;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VertexOutputBlock\", VertexOutputBlock);\r\n"]}
1
+ {"version":3,"file":"vertexOutputBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Vertex/vertexOutputBlock.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;AAEhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAM3D;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,iBAAiB;IACpD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAEO,0BAA0B,CAAC,QAAwC,EAAE,mBAA4B;QACrG,IAAI,mBAAmB,EAAE;YACrB,OAAO,IAAI,CAAC;SACf;QAED,KAAK,MAAM,IAAI,IAAI,QAAQ,EAAE;YACzB,IAAK,IAA4B,CAAC,mBAAmB,EAAE;gBACnD,OAAO,IAAI,CAAC;aACf;SACJ;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE;YAC9C,KAAK,CAAC,iBAAiB,IAAI,4BAA4B,KAAK,CAAC,sBAAsB,KAAK,CAAC;SAC5F;aAAM;YACH,KAAK,CAAC,iBAAiB,IAAI,iBAAiB,KAAK,CAAC,sBAAsB,KAAK,CAAC;SACjF;QAED,WAAW;QACX,IAAI,IAAI,CAAC,0BAA0B,CAAC,KAAK,CAAC,UAAU,CAAC,mBAAmB,EAAE,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,mBAAmB,CAAC,EAAE;YAC1H,KAAK,CAAC,sBAAsB,CAAC,0BAA0B,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YACtG,KAAK,CAAC,sBAAsB,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YAE5F,KAAK,CAAC,iBAAiB,IAAI,yCAAyC,CAAC;YACrE,KAAK,CAAC,iBAAiB,IAAI,mFAAmF,CAAC;SAClH;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,2BAA2B,EAAE,iBAAiB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Immutable } from \"../../../../types\";\r\n\r\nimport type { FragmentOutputBlock } from \"../Fragment/fragmentOutputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to output the vertex position\r\n */\r\nexport class VertexOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new VertexOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex, true);\r\n\r\n this.registerInput(\"vector\", NodeMaterialBlockConnectionPointTypes.Vector4);\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 \"VertexOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the vector input component\r\n */\r\n public get vector(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n private _isLogarithmicDepthEnabled(nodeList: Immutable<NodeMaterialBlock[]>, useLogarithmicDepth: boolean): boolean {\r\n if (useLogarithmicDepth) {\r\n return true;\r\n }\r\n\r\n for (const node of nodeList) {\r\n if ((node as FragmentOutputBlock).useLogarithmicDepth) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const input = this.vector;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `vertexOutputs.position = ${input.associatedVariableName};\\n`;\r\n } else {\r\n state.compilationString += `gl_Position = ${input.associatedVariableName};\\n`;\r\n }\r\n\r\n // TODOWGSL\r\n if (this._isLogarithmicDepthEnabled(state.sharedData.fragmentOutputNodes, state.sharedData.nodeMaterial.useLogarithmicDepth)) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n state.compilationString += `vFragmentDepth = 1.0 + gl_Position.w;\\n`;\r\n state.compilationString += `gl_Position.z = log2(max(0.000001, vFragmentDepth)) * logarithmicDepthConstant;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VertexOutputBlock\", VertexOutputBlock);\r\n"]}
@@ -2,7 +2,6 @@ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
2
2
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
3
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
4
  import { RegisterClass } from "../../../Misc/typeStore.js";
5
- import { ShaderLanguage } from "../../shaderLanguage.js";
6
5
  /**
7
6
  * Block used to compute arc tangent of 2 values
8
7
  */
@@ -45,7 +44,7 @@ export class ArcTan2Block extends NodeMaterialBlock {
45
44
  _buildBlock(state) {
46
45
  super._buildBlock(state);
47
46
  const output = this._outputs[0];
48
- const func = state.shaderLanguage === ShaderLanguage.WGSL ? "atan2" : "atan";
47
+ const func = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "atan2" : "atan";
49
48
  state.compilationString += state._declareOutput(output) + ` = ${func}(${this.x.associatedVariableName}, ${this.y.associatedVariableName});\n`;
50
49
  return this;
51
50
  }
@@ -1 +1 @@
1
- {"version":3,"file":"arcTan2Block.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/arcTan2Block.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,gCAAsC;AAC/D;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,iBAAiB;IAC/C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrE,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrE,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;IAC/E,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC;QAC7E,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,MAAM,IAAI,IAAI,IAAI,CAAC,CAAC,CAAC,sBAAsB,KAAK,IAAI,CAAC,CAAC,CAAC,sBAAsB,MAAM,CAAC;QAE9I,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,sBAAsB,EAAE,YAAY,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to compute arc tangent of 2 values\r\n */\r\nexport class ArcTan2Block extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ArcTan2Block\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\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 \"ArcTan2Block\";\r\n }\r\n\r\n /**\r\n * Gets the x operand input component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the y operand input component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const func = state.shaderLanguage === ShaderLanguage.WGSL ? \"atan2\" : \"atan\";\r\n state.compilationString += state._declareOutput(output) + ` = ${func}(${this.x.associatedVariableName}, ${this.y.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ArcTan2Block\", ArcTan2Block);\r\n"]}
1
+ {"version":3,"file":"arcTan2Block.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/arcTan2Block.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,iBAAiB;IAC/C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrE,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrE,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;IAC/E,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC;QAC7E,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,MAAM,IAAI,IAAI,IAAI,CAAC,CAAC,CAAC,sBAAsB,KAAK,IAAI,CAAC,CAAC,CAAC,sBAAsB,MAAM,CAAC;QAE9I,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,sBAAsB,EAAE,YAAY,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to compute arc tangent of 2 values\r\n */\r\nexport class ArcTan2Block extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ArcTan2Block\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\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 \"ArcTan2Block\";\r\n }\r\n\r\n /**\r\n * Gets the x operand input component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the y operand input component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const func = state.shaderLanguage === ShaderLanguage.WGSL ? \"atan2\" : \"atan\";\r\n state.compilationString += state._declareOutput(output) + ` = ${func}(${this.x.associatedVariableName}, ${this.y.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ArcTan2Block\", ArcTan2Block);\r\n"]}
@@ -1,7 +1,6 @@
1
1
  import { RegisterClass } from "../../../Misc/typeStore.js";
2
2
  import { TriPlanarBlock } from "./triPlanarBlock.js";
3
3
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
4
- import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
5
4
 
6
5
  /**
7
6
  * Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)
@@ -22,7 +21,7 @@ export class BiPlanarBlock extends TriPlanarBlock {
22
21
  return "BiPlanarBlock";
23
22
  }
24
23
  _declareLocalVarAsVec3I(name, state) {
25
- if (state.shaderLanguage === ShaderLanguage.WGSL) {
24
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
26
25
  return `var ${name}: vec3<i32>`;
27
26
  }
28
27
  else {
@@ -30,7 +29,7 @@ export class BiPlanarBlock extends TriPlanarBlock {
30
29
  }
31
30
  }
32
31
  _getTextureGrad(state, samplerName) {
33
- if (state.shaderLanguage === ShaderLanguage.WGSL) {
32
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
34
33
  return `textureSampleGrad(${samplerName},${samplerName + `Sampler`}`;
35
34
  }
36
35
  return `textureGrad(${samplerName}`;
@@ -52,7 +51,7 @@ export class BiPlanarBlock extends TriPlanarBlock {
52
51
  let dpdxFunc = "dFdx";
53
52
  let dpdyFunc = "dFdy";
54
53
  const suffix = state.fSuffix;
55
- if (state.shaderLanguage === ShaderLanguage.WGSL) {
54
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
56
55
  ivec3 = "vec3<i32>";
57
56
  dpdxFunc = "dpdx";
58
57
  dpdyFunc = "dpdy";