@babylonjs/core 7.15.2 → 7.16.1

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Files changed (214) hide show
  1. package/Animations/animationGroup.d.ts +1 -0
  2. package/Animations/animationGroup.js +4 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Collisions/gpuPicker.js +1 -1
  5. package/Collisions/gpuPicker.js.map +1 -1
  6. package/Compute/computeEffect.js +1 -1
  7. package/Compute/computeEffect.js.map +1 -1
  8. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +32 -0
  9. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +32 -0
  10. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  11. package/Engines/abstractEngine.js +2 -2
  12. package/Engines/abstractEngine.js.map +1 -1
  13. package/Engines/engine.d.ts +1993 -1993
  14. package/Engines/nativeEngine.d.ts +7 -0
  15. package/Engines/nativeEngine.js +24 -1
  16. package/Engines/nativeEngine.js.map +1 -1
  17. package/Engines/thinEngine.js +2 -2
  18. package/Engines/thinEngine.js.map +1 -1
  19. package/Engines/webgpuEngine.js +3 -3
  20. package/Engines/webgpuEngine.js.map +1 -1
  21. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -6
  22. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  23. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -7
  24. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  25. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  26. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +4 -4
  28. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  29. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +46 -40
  30. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  31. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +2 -1
  32. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +10 -9
  33. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  34. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
  35. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +85 -69
  36. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  37. package/Materials/Node/Blocks/PBR/reflectionBlock.js +54 -38
  38. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  39. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -2
  40. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +2 -1
  42. package/Materials/Node/Blocks/PBR/sheenBlock.js +40 -32
  43. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +53 -45
  45. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  46. package/Materials/Node/nodeMaterial.d.ts +2 -1
  47. package/Materials/Node/nodeMaterial.js +4 -1
  48. package/Materials/Node/nodeMaterial.js.map +1 -1
  49. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -0
  50. package/Materials/Node/nodeMaterialBuildState.js +12 -3
  51. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  52. package/Materials/Textures/rawTexture.d.ts +5 -0
  53. package/Materials/Textures/rawTexture.js +13 -0
  54. package/Materials/Textures/rawTexture.js.map +1 -1
  55. package/Materials/effect.js +2 -2
  56. package/Materials/effect.js.map +1 -1
  57. package/Meshes/Builders/decalBuilder.js +12 -12
  58. package/Meshes/Builders/decalBuilder.js.map +1 -1
  59. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -1
  60. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +50 -11
  61. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  62. package/Meshes/Node/nodeGeometry.d.ts +6 -0
  63. package/Meshes/Node/nodeGeometry.js +7 -0
  64. package/Meshes/Node/nodeGeometry.js.map +1 -1
  65. package/Meshes/mesh.d.ts +1 -0
  66. package/Meshes/mesh.js +138 -134
  67. package/Meshes/mesh.js.map +1 -1
  68. package/Meshes/subMesh.js +1 -1
  69. package/Meshes/subMesh.js.map +1 -1
  70. package/Misc/khronosTextureContainer2.js +1 -1
  71. package/Misc/khronosTextureContainer2.js.map +1 -1
  72. package/Rendering/GlobalIllumination/giRSMManager.js +1 -1
  73. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  74. package/Rendering/edgesRenderer.js +1 -1
  75. package/Rendering/edgesRenderer.js.map +1 -1
  76. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +1 -1
  77. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  78. package/Shaders/ShadersInclude/lightFragment.js +3 -3
  79. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  80. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -1
  81. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  82. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +13 -14
  83. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  84. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +4 -5
  85. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  86. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +4 -5
  87. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  88. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +4 -5
  89. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  90. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +34 -35
  91. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  92. package/Shaders/ShadersInclude/pbrBlockIridescence.js +10 -11
  93. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  94. package/Shaders/ShadersInclude/pbrBlockReflection.js +23 -24
  95. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  96. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +12 -13
  97. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  98. package/Shaders/ShadersInclude/pbrBlockSheen.js +31 -32
  99. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  100. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +43 -44
  101. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  102. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  103. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
  105. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  106. package/Shaders/pbr.fragment.js +143 -153
  107. package/Shaders/pbr.fragment.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +3 -3
  109. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +5 -0
  111. package/ShadersWGSL/ShadersInclude/decalFragment.js +18 -0
  112. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -0
  113. package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +5 -0
  114. package/ShadersWGSL/ShadersInclude/depthPrePass.js +12 -0
  115. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -0
  116. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +5 -0
  117. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +24 -0
  118. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -0
  119. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +5 -0
  120. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +39 -0
  121. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -0
  122. package/ShadersWGSL/ShadersInclude/helperFunctions.js +6 -2
  123. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  124. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +2 -2
  125. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  126. package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +5 -0
  127. package/ShadersWGSL/ShadersInclude/importanceSampling.js +12 -0
  128. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -0
  129. package/ShadersWGSL/ShadersInclude/lightFragment.js +3 -3
  130. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  131. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +1 -1
  132. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  133. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +5 -0
  134. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +139 -0
  135. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -0
  136. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +6 -0
  137. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +81 -0
  138. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -0
  139. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +5 -0
  140. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +37 -0
  141. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -0
  142. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +5 -0
  143. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +35 -0
  144. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -0
  145. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +5 -0
  146. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +46 -0
  147. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -0
  148. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +5 -0
  149. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +267 -0
  150. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -0
  151. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +5 -0
  152. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +24 -0
  153. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -0
  154. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +5 -0
  155. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +51 -0
  156. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -0
  157. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +5 -0
  158. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +96 -0
  159. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -0
  160. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +5 -0
  161. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +26 -0
  162. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -0
  163. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +5 -0
  164. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +33 -0
  165. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -0
  166. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +5 -0
  167. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +20 -0
  168. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -0
  169. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +5 -0
  170. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +51 -0
  171. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -0
  172. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +5 -0
  173. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +19 -0
  174. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -0
  175. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +5 -0
  176. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +19 -0
  177. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -0
  178. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +5 -0
  179. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +30 -0
  180. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -0
  181. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +5 -0
  182. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +18 -0
  183. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -0
  184. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +5 -0
  185. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +277 -0
  186. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -0
  187. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +5 -0
  188. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +120 -0
  189. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -0
  190. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.d.ts +5 -0
  191. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +195 -0
  192. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -0
  193. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.d.ts +5 -0
  194. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +425 -0
  195. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -0
  196. package/ShadersWGSL/ShadersInclude/pbrDebug.d.ts +5 -0
  197. package/ShadersWGSL/ShadersInclude/pbrDebug.js +193 -0
  198. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -0
  199. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.d.ts +5 -0
  200. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +43 -0
  201. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -0
  202. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +5 -0
  203. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +68 -0
  204. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -0
  205. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +5 -0
  206. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +30 -0
  207. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -0
  208. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.d.ts +5 -0
  209. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +41 -0
  210. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -0
  211. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.d.ts +5 -0
  212. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +23 -0
  213. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -0
  214. package/package.json +1 -1
@@ -134,11 +134,12 @@ export class AnisotropyBlock extends NodeMaterialBlock {
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  if (generateTBNSpace) {
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  code += this._generateTBNSpace(state);
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  }
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+ const isWebGPU = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */;
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  const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : "1.0";
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  const direction = this.direction.isConnected ? this.direction.associatedVariableName : "vec2(1., 0.)";
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  const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : "0.";
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- code += `anisotropicOutParams anisotropicOut;
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- anisotropicBlock(
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+ code += `${isWebGPU ? "var anisotropicOut: anisotropicOutParams" : "anisotropicOutParams anisotropicOut"};
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+ anisotropicOut = anisotropicBlock(
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  vec3(${direction}, ${intensity}),
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  ${roughness},
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  #ifdef ANISOTROPIC_TEXTURE
@@ -146,8 +147,7 @@ export class AnisotropyBlock extends NodeMaterialBlock {
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  #endif
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  TBN,
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  normalW,
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- viewDirectionW,
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- anisotropicOut
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+ viewDirectionW
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  );\n`;
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  return code;
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  }
@@ -1 +1 @@
1
- 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type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\n\r\n/**\r\n * Block used to implement the anisotropy module of the PBR material\r\n */\r\nexport class AnisotropyBlock extends NodeMaterialBlock {\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * The two properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Create a new AnisotropyBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true); // need this property and the next one in case there's no PerturbNormal block connected to the main PBR block\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"anisotropy\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Output, AnisotropyBlock, \"AnisotropyBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"anisotropicOut\");\r\n state._excludeVariableName(\"TBN\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AnisotropyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the worldTangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object output component\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPositionConnectionPoint;\r\n const worldNormal = this.worldNormalConnectionPoint;\r\n const worldTangent = this.worldTangent;\r\n\r\n if (!uv.isConnected) {\r\n // we must set the uv input as optional because we may not end up in this method (in case a PerturbNormal block is linked to the PBR material)\r\n // in which case uv is not required. But if we do come here, we do need the uv, so we have to raise an error but not with throw, else\r\n // it will stop the building of the node material and will lead to errors in the editor!\r\n Logger.Error(\"You must connect the 'uv' input of the Anisotropy block!\");\r\n }\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n code += `\r\n #if defined(${worldTangent.isConnected ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n mat3 TBN = vTBN;\r\n #else\r\n mat3 TBN = cotangent_frame(${worldNormal.associatedVariableName + \".xyz\"}, ${\"v_\" + worldPosition.associatedVariableName + \".xyz\"}, ${\r\n uv.isConnected ? uv.associatedVariableName : \"vec2(0.)\"\r\n }, vec2(1., 1.));\r\n #endif\\n`;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, generateTBNSpace = false): string {\r\n let code = \"\";\r\n\r\n if (generateTBNSpace) {\r\n code += this._generateTBNSpace(state);\r\n }\r\n\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.0\";\r\n const direction = this.direction.isConnected ? this.direction.associatedVariableName : \"vec2(1., 0.)\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n\r\n code += `anisotropicOutParams anisotropicOut;\r\n anisotropicBlock(\r\n vec3(${direction}, ${intensity}),\r\n ${roughness},\r\n #ifdef ANISOTROPIC_TEXTURE\r\n vec3(0.),\r\n #endif\r\n TBN,\r\n normalW,\r\n viewDirectionW,\r\n anisotropicOut\r\n );\\n`;\r\n\r\n return code;\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 defines.setValue(\"ANISOTROPIC\", true);\r\n defines.setValue(\"ANISOTROPIC_TEXTURE\", false, true);\r\n defines.setValue(\"ANISOTROPIC_LEGACY\", !this.roughness.isConnected);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AnisotropyBlock\", AnisotropyBlock);\r\n"]}
1
+ 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AAI,CAAC,CAAC;YAE3C,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC,kBAAkB,CAAC,yBAAyB,CAAC,CAAC;YACxF,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,4BAA4B,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;SAChH;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the anisotropy module of the PBR material\r\n */\r\nexport class AnisotropyBlock extends NodeMaterialBlock {\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * The two properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Create a new AnisotropyBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true); // need this property and the next one in case there's no PerturbNormal block connected to the main PBR block\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"anisotropy\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Output, AnisotropyBlock, \"AnisotropyBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"anisotropicOut\");\r\n state._excludeVariableName(\"TBN\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AnisotropyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the worldTangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object output component\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPositionConnectionPoint;\r\n const worldNormal = this.worldNormalConnectionPoint;\r\n const worldTangent = this.worldTangent;\r\n\r\n if (!uv.isConnected) {\r\n // we must set the uv input as optional because we may not end up in this method (in case a PerturbNormal block is linked to the PBR material)\r\n // in which case uv is not required. But if we do come here, we do need the uv, so we have to raise an error but not with throw, else\r\n // it will stop the building of the node material and will lead to errors in the editor!\r\n Logger.Error(\"You must connect the 'uv' input of the Anisotropy block!\");\r\n }\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n code += `\r\n #if defined(${worldTangent.isConnected ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n mat3 TBN = vTBN;\r\n #else\r\n mat3 TBN = cotangent_frame(${worldNormal.associatedVariableName + \".xyz\"}, ${\"v_\" + worldPosition.associatedVariableName + \".xyz\"}, ${\r\n uv.isConnected ? uv.associatedVariableName : \"vec2(0.)\"\r\n }, vec2(1., 1.));\r\n #endif\\n`;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, generateTBNSpace = false): string {\r\n let code = \"\";\r\n\r\n if (generateTBNSpace) {\r\n code += this._generateTBNSpace(state);\r\n }\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.0\";\r\n const direction = this.direction.isConnected ? this.direction.associatedVariableName : \"vec2(1., 0.)\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n\r\n code += `${isWebGPU ? \"var anisotropicOut: anisotropicOutParams\" : \"anisotropicOutParams anisotropicOut\"};\r\n anisotropicOut = anisotropicBlock(\r\n vec3(${direction}, ${intensity}),\r\n ${roughness},\r\n #ifdef ANISOTROPIC_TEXTURE\r\n vec3(0.),\r\n #endif\r\n TBN,\r\n normalW,\r\n viewDirectionW\r\n );\\n`;\r\n\r\n return code;\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 defines.setValue(\"ANISOTROPIC\", true);\r\n defines.setValue(\"ANISOTROPIC_TEXTURE\", false, true);\r\n defines.setValue(\"ANISOTROPIC_LEGACY\", !this.roughness.isConnected);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AnisotropyBlock\", AnisotropyBlock);\r\n"]}
@@ -209,93 +209,99 @@ export class ClearCoatBlock extends NodeMaterialBlock {
209
209
  let code = "";
210
210
  const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : "1.";
211
211
  const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : "0.";
212
- const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : "vec3(0.)";
213
- const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : "vec2(0.)";
214
- const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : "vec3(1.)";
212
+ const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : `vec3${state.fSuffix}(0.)`;
213
+ const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : `vec2${state.fSuffix}(0.)`;
214
+ const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : `vec3${state.fSuffix}(1.)`;
215
215
  const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : "1.";
216
216
  const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : "1.";
217
- const tintTexture = "vec4(0.)";
217
+ const tintTexture = `vec4${state.fSuffix}(0.)`;
218
218
  if (ccBlock) {
219
219
  state._emitUniformFromString("vClearCoatRefractionParams", NodeMaterialBlockConnectionPointTypes.Vector4);
220
220
  state._emitUniformFromString("vClearCoatTangentSpaceParams", NodeMaterialBlockConnectionPointTypes.Vector2);
221
221
  const normalShading = ccBlock.worldNormal;
222
- code += `vec3 vGeometricNormaClearCoatW = ${normalShading.isConnected ? "normalize(" + normalShading.associatedVariableName + ".xyz)" : "geometricNormalW"};\n`;
222
+ code += `${state._declareLocalVar("vGeometricNormaClearCoatW", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${normalShading.isConnected ? "normalize(" + normalShading.associatedVariableName + ".xyz)" : "geometricNormalW"};\n`;
223
223
  }
224
224
  else {
225
- code += `vec3 vGeometricNormaClearCoatW = geometricNormalW;\n`;
225
+ code += `${state._declareLocalVar("vGeometricNormaClearCoatW", NodeMaterialBlockConnectionPointTypes.Vector3)} = geometricNormalW;\n`;
226
226
  }
227
227
  if (generateTBNSpace && ccBlock) {
228
228
  code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);
229
229
  vTBNAvailable = ccBlock.worldTangent.isConnected;
230
230
  }
231
- code += `clearcoatOutParams clearcoatOut;
231
+ const isWebGPU = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */;
232
+ code += `${isWebGPU ? "var clearcoatOut: clearcoatOutParams" : "clearcoatOutParams clearcoatOut"};
232
233
 
233
234
  #ifdef CLEARCOAT
234
- vec2 vClearCoatParams = vec2(${intensity}, ${roughness});
235
- vec4 vClearCoatTintParams = vec4(${tintColor}, ${tintThickness});
235
+ ${state._declareLocalVar("vClearCoatParams", NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(${intensity}, ${roughness});
236
+ ${state._declareLocalVar("vClearCoatTintParams", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${tintThickness});
236
237
 
237
- clearcoatBlock(
238
- ${worldPosVarName}.xyz,
239
- vGeometricNormaClearCoatW,
240
- viewDirectionW,
241
- vClearCoatParams,
242
- specularEnvironmentR0,
238
+ clearcoatOut = clearcoatBlock(
239
+ ${worldPosVarName}.xyz
240
+ , vGeometricNormaClearCoatW
241
+ , viewDirectionW
242
+ , vClearCoatParams
243
+ , specularEnvironmentR0
243
244
  #ifdef CLEARCOAT_TEXTURE
244
- vec2(0.),
245
+ , vec2${state.fSuffix}(0.)
245
246
  #endif
246
247
  #ifdef CLEARCOAT_TINT
247
- vClearCoatTintParams,
248
- ${tintAtDistance},
249
- vClearCoatRefractionParams,
248
+ , vClearCoatTintParams
249
+ , ${tintAtDistance}
250
+ , ${isWebGPU ? "uniforms." : ""}vClearCoatRefractionParams
250
251
  #ifdef CLEARCOAT_TINT_TEXTURE
251
- ${tintTexture},
252
+ , ${tintTexture}
252
253
  #endif
253
254
  #endif
254
255
  #ifdef CLEARCOAT_BUMP
255
- vec2(0., 1.),
256
- vec4(${normalMapColor}, 0.),
257
- ${uv},
256
+ , vec2${state.fSuffix}(0., 1.)
257
+ , vec4${state.fSuffix}(${normalMapColor}, 0.)
258
+ , ${uv}
258
259
  #if defined(${vTBNAvailable ? "TANGENT" : "IGNORE"}) && defined(NORMAL)
259
- vTBN,
260
+ , vTBN
260
261
  #else
261
- vClearCoatTangentSpaceParams,
262
+ , ${isWebGPU ? "uniforms." : ""}vClearCoatTangentSpaceParams
262
263
  #endif
263
264
  #ifdef OBJECTSPACE_NORMALMAP
264
- normalMatrix,
265
+ , normalMatrix
265
266
  #endif
266
267
  #endif
267
268
  #if defined(FORCENORMALFORWARD) && defined(NORMAL)
268
- faceNormal,
269
+ , faceNormal
269
270
  #endif
270
271
  #ifdef REFLECTION
271
- ${reflectionBlock?._vReflectionMicrosurfaceInfosName},
272
- ${reflectionBlock?._vReflectionInfosName},
273
- ${reflectionBlock?.reflectionColor},
274
- vLightingIntensity,
272
+ , ${isWebGPU ? "uniforms." : ""}${reflectionBlock?._vReflectionMicrosurfaceInfosName}
273
+ , ${reflectionBlock?._vReflectionInfosName}
274
+ , ${reflectionBlock?.reflectionColor}
275
+ , ${isWebGPU ? "uniforms." : ""}vLightingIntensity
275
276
  #ifdef ${reflectionBlock?._define3DName}
276
- ${reflectionBlock?._cubeSamplerName},
277
+ , ${reflectionBlock?._cubeSamplerName}
278
+ ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : ""}
277
279
  #else
278
- ${reflectionBlock?._2DSamplerName},
280
+ , ${reflectionBlock?._2DSamplerName}
281
+ ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : ""}
279
282
  #endif
280
283
  #ifndef LODBASEDMICROSFURACE
281
284
  #ifdef ${reflectionBlock?._define3DName}
282
- ${reflectionBlock?._cubeSamplerName},
283
- ${reflectionBlock?._cubeSamplerName},
285
+ , ${reflectionBlock?._cubeSamplerName}
286
+ ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : ""}
287
+ , ${reflectionBlock?._cubeSamplerName}
288
+ ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : ""}
284
289
  #else
285
- ${reflectionBlock?._2DSamplerName},
286
- ${reflectionBlock?._2DSamplerName},
290
+ , ${reflectionBlock?._2DSamplerName}
291
+ ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : ""}
292
+ , ${reflectionBlock?._2DSamplerName}
293
+ ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : ""}
287
294
  #endif
288
295
  #endif
289
296
  #endif
290
297
  #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})
291
298
  #ifdef RADIANCEOCCLUSION
292
- ambientMonochrome,
299
+ , ambientMonochrome
293
300
  #endif
294
301
  #endif
295
302
  #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)
296
- (gl_FrontFacing ? 1. : -1.),
303
+ , (${state._generateTernary("1.", "-1.", isWebGPU ? "fragmentInputs.frontFacing" : "gl_FrontFacing")})
297
304
  #endif
298
- clearcoatOut
299
305
  );
300
306
  #else
301
307
  clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;
@@ -1 +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 { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { PBRMetallicRoughnessBlock } from \"./pbrMetallicRoughnessBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { PBRClearCoatConfiguration } from \"../../../PBR/pbrClearCoatConfiguration\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n private _scene: Scene;\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * Create a new ClearCoatBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.worldNormal.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color4 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Vector3\r\n );\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @editableInPropertyPage(\"Remap F0 on interface change\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public remapF0OnInterfaceChange: boolean = true;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n state._excludeVariableName(\"vGeometricNormaClearCoatW\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", false, true);\r\n defines.setValue(\"CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.normalMapColor.isConnected, true);\r\n defines.setValue(\r\n \"CLEARCOAT_DEFAULTIOR\",\r\n this.indexOfRefraction.isConnected ? this.indexOfRefraction.connectInputBlock!.value === PBRClearCoatConfiguration._DefaultIndexOfRefraction : true,\r\n true\r\n );\r\n defines.setValue(\"CLEARCOAT_REMAP_F0\", this.remapF0OnInterfaceChange, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? (this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock) : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? (mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock) : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const worldTangent = this.worldTangent;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormalVarName}.xyz);\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(\r\n state: NodeMaterialBuildState,\r\n ccBlock: Nullable<ClearCoatBlock>,\r\n reflectionBlock: Nullable<ReflectionBlock>,\r\n worldPosVarName: string,\r\n generateTBNSpace: boolean,\r\n vTBNAvailable: boolean,\r\n worldNormalVarName: string\r\n ): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : \"vec3(0.)\";\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : \"vec2(0.)\";\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = \"vec4(0.)\";\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n const normalShading = ccBlock.worldNormal;\r\n code += `vec3 vGeometricNormaClearCoatW = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\n`;\r\n } else {\r\n code += `vec3 vGeometricNormaClearCoatW = geometricNormalW;\\n`;\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n code += `clearcoatOutParams clearcoatOut;\r\n\r\n #ifdef CLEARCOAT\r\n vec2 vClearCoatParams = vec2(${intensity}, ${roughness});\r\n vec4 vClearCoatTintParams = vec4(${tintColor}, ${tintThickness});\r\n\r\n clearcoatBlock(\r\n ${worldPosVarName}.xyz,\r\n vGeometricNormaClearCoatW,\r\n viewDirectionW,\r\n vClearCoatParams,\r\n specularEnvironmentR0,\r\n #ifdef CLEARCOAT_TEXTURE\r\n vec2(0.),\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n vClearCoatTintParams,\r\n ${tintAtDistance},\r\n vClearCoatRefractionParams,\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n ${tintTexture},\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n vec2(0., 1.),\r\n vec4(${normalMapColor}, 0.),\r\n ${uv},\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n vTBN,\r\n #else\r\n vClearCoatTangentSpaceParams,\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n normalMatrix,\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n faceNormal,\r\n #endif\r\n #ifdef REFLECTION\r\n ${reflectionBlock?._vReflectionMicrosurfaceInfosName},\r\n ${reflectionBlock?._vReflectionInfosName},\r\n ${reflectionBlock?.reflectionColor},\r\n vLightingIntensity,\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})\r\n #ifdef RADIANCEOCCLUSION\r\n ambientMonochrome,\r\n #endif\r\n #endif\r\n #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\r\n (gl_FrontFacing ? 1. : -1.),\r\n #endif\r\n clearcoatOut\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.remapF0OnInterfaceChange = ${this.remapF0OnInterfaceChange};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.remapF0OnInterfaceChange = this.remapF0OnInterfaceChange;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClearCoatBlock\", ClearCoatBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { PBRMetallicRoughnessBlock } from \"./pbrMetallicRoughnessBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { PBRClearCoatConfiguration } from \"../../../PBR/pbrClearCoatConfiguration\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n private _scene: Scene;\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * Create a new ClearCoatBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.worldNormal.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color4 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Vector3\r\n );\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @editableInPropertyPage(\"Remap F0 on interface change\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public remapF0OnInterfaceChange: boolean = true;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n state._excludeVariableName(\"vGeometricNormaClearCoatW\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", false, true);\r\n defines.setValue(\"CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.normalMapColor.isConnected, true);\r\n defines.setValue(\r\n \"CLEARCOAT_DEFAULTIOR\",\r\n this.indexOfRefraction.isConnected ? this.indexOfRefraction.connectInputBlock!.value === PBRClearCoatConfiguration._DefaultIndexOfRefraction : true,\r\n true\r\n );\r\n defines.setValue(\"CLEARCOAT_REMAP_F0\", this.remapF0OnInterfaceChange, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? (this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock) : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? (mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock) : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const worldTangent = this.worldTangent;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n mat3 vTBN = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormalVarName}.xyz);\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(\r\n state: NodeMaterialBuildState,\r\n ccBlock: Nullable<ClearCoatBlock>,\r\n reflectionBlock: Nullable<ReflectionBlock>,\r\n worldPosVarName: string,\r\n generateTBNSpace: boolean,\r\n vTBNAvailable: boolean,\r\n worldNormalVarName: string\r\n ): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : `vec3${state.fSuffix}(0.)`;\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : `vec2${state.fSuffix}(0.)`;\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = `vec4${state.fSuffix}(0.)`;\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n const normalShading = ccBlock.worldNormal;\r\n code += `${state._declareLocalVar(\"vGeometricNormaClearCoatW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\n`;\r\n } else {\r\n code += `${state._declareLocalVar(\"vGeometricNormaClearCoatW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = geometricNormalW;\\n`;\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n code += `${isWebGPU ? \"var clearcoatOut: clearcoatOutParams\" : \"clearcoatOutParams clearcoatOut\"};\r\n\r\n #ifdef CLEARCOAT\r\n ${state._declareLocalVar(\"vClearCoatParams\", NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(${intensity}, ${roughness});\r\n ${state._declareLocalVar(\"vClearCoatTintParams\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${tintThickness});\r\n\r\n clearcoatOut = clearcoatBlock(\r\n ${worldPosVarName}.xyz\r\n , vGeometricNormaClearCoatW\r\n , viewDirectionW\r\n , vClearCoatParams\r\n , specularEnvironmentR0\r\n #ifdef CLEARCOAT_TEXTURE\r\n , vec2${state.fSuffix}(0.)\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n , vClearCoatTintParams\r\n , ${tintAtDistance}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vClearCoatRefractionParams\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n , ${tintTexture}\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n , vec2${state.fSuffix}(0., 1.)\r\n , vec4${state.fSuffix}(${normalMapColor}, 0.)\r\n , ${uv}\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n , vTBN\r\n #else\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vClearCoatTangentSpaceParams\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n , normalMatrix\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n , faceNormal\r\n #endif\r\n #ifdef REFLECTION\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"} \r\n #endif\r\n #endif\r\n #endif\r\n #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})\r\n #ifdef RADIANCEOCCLUSION\r\n , ambientMonochrome\r\n #endif\r\n #endif\r\n #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\r\n , (${state._generateTernary(\"1.\", \"-1.\", isWebGPU ? \"fragmentInputs.frontFacing\" : \"gl_FrontFacing\")})\r\n #endif\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.remapF0OnInterfaceChange = ${this.remapF0OnInterfaceChange};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.remapF0OnInterfaceChange = this.remapF0OnInterfaceChange;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClearCoatBlock\", ClearCoatBlock);\r\n"]}
@@ -45,9 +45,10 @@ export declare class IridescenceBlock extends NodeMaterialBlock {
45
45
  /**
46
46
  * Gets the main code of the block (fragment side)
47
47
  * @param iridescenceBlock instance of a IridescenceBlock or null if the code must be generated without an active iridescence module
48
+ * @param state defines the build state
48
49
  * @returns the shader code
49
50
  */
50
- static GetCode(iridescenceBlock: Nullable<IridescenceBlock>): string;
51
+ static GetCode(iridescenceBlock: Nullable<IridescenceBlock>, state: NodeMaterialBuildState): string;
51
52
  protected _buildBlock(state: NodeMaterialBuildState): this;
52
53
  serialize(): any;
53
54
  _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
@@ -82,26 +82,27 @@ export class IridescenceBlock extends NodeMaterialBlock {
82
82
  /**
83
83
  * Gets the main code of the block (fragment side)
84
84
  * @param iridescenceBlock instance of a IridescenceBlock or null if the code must be generated without an active iridescence module
85
+ * @param state defines the build state
85
86
  * @returns the shader code
86
87
  */
87
- static GetCode(iridescenceBlock) {
88
+ static GetCode(iridescenceBlock, state) {
88
89
  let code = "";
89
90
  const intensityName = iridescenceBlock?.intensity.isConnected ? iridescenceBlock.intensity.associatedVariableName : "1.";
90
91
  const indexOfRefraction = iridescenceBlock?.indexOfRefraction.isConnected
91
92
  ? iridescenceBlock.indexOfRefraction.associatedVariableName
92
93
  : PBRIridescenceConfiguration._DefaultIndexOfRefraction;
93
94
  const thickness = iridescenceBlock?.thickness.isConnected ? iridescenceBlock.thickness.associatedVariableName : PBRIridescenceConfiguration._DefaultMaximumThickness;
94
- code += `iridescenceOutParams iridescenceOut;
95
+ const isWebGPU = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */;
96
+ code += `${isWebGPU ? "var iridescenceOut: iridescenceOutParams" : "iridescenceOutParams iridescenceOut"};
95
97
 
96
98
  #ifdef IRIDESCENCE
97
- iridescenceBlock(
98
- vec4(${intensityName}, ${indexOfRefraction}, 1., ${thickness}),
99
- NdotV,
100
- specularEnvironmentR0,
99
+ iridescenceOut = iridescenceBlock(
100
+ vec4(${intensityName}, ${indexOfRefraction}, 1., ${thickness})
101
+ , NdotV
102
+ , specularEnvironmentR0
101
103
  #ifdef CLEARCOAT
102
- NdotVUnclamped,
103
- #endif
104
- iridescenceOut
104
+ , NdotVUnclamped
105
+ #endif
105
106
  );
106
107
 
107
108
  float iridescenceIntensity = iridescenceOut.iridescenceIntensity;
@@ -1 +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 { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { PBRIridescenceConfiguration } from \"../../../../Materials/PBR/pbrIridescenceConfiguration\";\r\n\r\n/**\r\n * Block used to implement the iridescence module of the PBR material\r\n */\r\nexport class IridescenceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new IridescenceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"iridescence\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"iridescence\", this, NodeMaterialConnectionPointDirection.Output, IridescenceBlock, \"IridescenceBlock\")\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(\"iridescenceOut\");\r\n state._excludeVariableName(\"vIridescenceParams\");\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 \"IridescenceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the indexOfRefraction input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the thickness input component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the iridescence object output component\r\n */\r\n public get iridescence(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"Iridescence intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n\r\n const indexOfRefractionInput = new InputBlock(\"Iridescence ior\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n indexOfRefractionInput.value = 1.3;\r\n indexOfRefractionInput.output.connectTo(this.indexOfRefraction);\r\n\r\n const thicknessInput = new InputBlock(\"Iridescence thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 400;\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 defines.setValue(\"IRIDESCENCE\", true, true);\r\n defines.setValue(\"IRIDESCENCE_TEXTURE\", false, true);\r\n defines.setValue(\"IRIDESCENCE_THICKNESS_TEXTURE\", false, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param iridescenceBlock instance of a IridescenceBlock or null if the code must be generated without an active iridescence module\r\n * @returns the shader code\r\n */\r\n public static GetCode(iridescenceBlock: Nullable<IridescenceBlock>): string {\r\n let code = \"\";\r\n\r\n const intensityName = iridescenceBlock?.intensity.isConnected ? iridescenceBlock.intensity.associatedVariableName : \"1.\";\r\n const indexOfRefraction = iridescenceBlock?.indexOfRefraction.isConnected\r\n ? iridescenceBlock.indexOfRefraction.associatedVariableName\r\n : PBRIridescenceConfiguration._DefaultIndexOfRefraction;\r\n const thickness = iridescenceBlock?.thickness.isConnected ? iridescenceBlock.thickness.associatedVariableName : PBRIridescenceConfiguration._DefaultMaximumThickness;\r\n\r\n code += `iridescenceOutParams iridescenceOut;\r\n\r\n #ifdef IRIDESCENCE\r\n iridescenceBlock(\r\n vec4(${intensityName}, ${indexOfRefraction}, 1., ${thickness}),\r\n NdotV,\r\n specularEnvironmentR0,\r\n #ifdef CLEARCOAT\r\n NdotVUnclamped,\r\n #endif\r\n iridescenceOut\r\n );\r\n\r\n float iridescenceIntensity = iridescenceOut.iridescenceIntensity;\r\n specularEnvironmentR0 = iridescenceOut.specularEnvironmentR0;\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.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\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 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}\r\n\r\nRegisterClass(\"BABYLON.IridescenceBlock\", IridescenceBlock);\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 { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { PBRIridescenceConfiguration } from \"../../../../Materials/PBR/pbrIridescenceConfiguration\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the iridescence module of the PBR material\r\n */\r\nexport class IridescenceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new IridescenceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"iridescence\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"iridescence\", this, NodeMaterialConnectionPointDirection.Output, IridescenceBlock, \"IridescenceBlock\")\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(\"iridescenceOut\");\r\n state._excludeVariableName(\"vIridescenceParams\");\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 \"IridescenceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the indexOfRefraction input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the thickness input component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the iridescence object output component\r\n */\r\n public get iridescence(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"Iridescence intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n\r\n const indexOfRefractionInput = new InputBlock(\"Iridescence ior\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n indexOfRefractionInput.value = 1.3;\r\n indexOfRefractionInput.output.connectTo(this.indexOfRefraction);\r\n\r\n const thicknessInput = new InputBlock(\"Iridescence thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 400;\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 defines.setValue(\"IRIDESCENCE\", true, true);\r\n defines.setValue(\"IRIDESCENCE_TEXTURE\", false, true);\r\n defines.setValue(\"IRIDESCENCE_THICKNESS_TEXTURE\", false, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param iridescenceBlock instance of a IridescenceBlock or null if the code must be generated without an active iridescence module\r\n * @param state defines the build state\r\n * @returns the shader code\r\n */\r\n public static GetCode(iridescenceBlock: Nullable<IridescenceBlock>, state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n const intensityName = iridescenceBlock?.intensity.isConnected ? iridescenceBlock.intensity.associatedVariableName : \"1.\";\r\n const indexOfRefraction = iridescenceBlock?.indexOfRefraction.isConnected\r\n ? iridescenceBlock.indexOfRefraction.associatedVariableName\r\n : PBRIridescenceConfiguration._DefaultIndexOfRefraction;\r\n const thickness = iridescenceBlock?.thickness.isConnected ? iridescenceBlock.thickness.associatedVariableName : PBRIridescenceConfiguration._DefaultMaximumThickness;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code += `${isWebGPU ? \"var iridescenceOut: iridescenceOutParams\" : \"iridescenceOutParams iridescenceOut\"};\r\n\r\n #ifdef IRIDESCENCE\r\n iridescenceOut = iridescenceBlock(\r\n vec4(${intensityName}, ${indexOfRefraction}, 1., ${thickness})\r\n , NdotV\r\n , specularEnvironmentR0\r\n #ifdef CLEARCOAT\r\n , NdotVUnclamped\r\n #endif \r\n );\r\n\r\n float iridescenceIntensity = iridescenceOut.iridescenceIntensity;\r\n specularEnvironmentR0 = iridescenceOut.specularEnvironmentR0;\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.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\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 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}\r\n\r\nRegisterClass(\"BABYLON.IridescenceBlock\", IridescenceBlock);\r\n"]}
@@ -10,6 +10,7 @@ import type { Mesh } from "../../../../Meshes/mesh";
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  import type { Scene } from "../../../../scene";
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  /**
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  * Block used to implement the PBR metallic/roughness model
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+ * #D8AK3Z#80
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  */
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  export declare class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
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  /**