@babylonjs/core 7.2.3 → 7.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (258) hide show
  1. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +2 -0
  2. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +2 -0
  3. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  4. package/Engines/abstractEngine.d.ts +7 -0
  5. package/Engines/abstractEngine.js +10 -2
  6. package/Engines/abstractEngine.js.map +1 -1
  7. package/Engines/thinEngine.d.ts +0 -7
  8. package/Engines/thinEngine.js +1 -9
  9. package/Engines/thinEngine.js.map +1 -1
  10. package/Engines/webgpuEngine.d.ts +4 -2
  11. package/Engines/webgpuEngine.js +5 -2
  12. package/Engines/webgpuEngine.js.map +1 -1
  13. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  14. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -6
  15. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  16. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +2 -3
  17. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +5 -5
  18. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  19. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  20. package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
  21. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Dual/lightBlock.js +4 -4
  23. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
  25. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +8 -7
  26. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  28. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +9 -5
  29. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +4 -2
  31. package/Materials/Node/Blocks/Dual/textureBlock.js +43 -21
  32. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -3
  34. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  35. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +9 -2
  36. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  37. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  38. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  39. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
  40. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +16 -8
  41. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  42. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  43. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
  45. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -3
  47. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
  49. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -4
  50. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
  52. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +2 -2
  53. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  54. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +3 -3
  55. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
  57. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +4 -4
  58. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/Fragment/twirlBlock.js +9 -9
  60. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/Input/inputBlock.d.ts +6 -1
  62. package/Materials/Node/Blocks/Input/inputBlock.js +36 -12
  63. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
  65. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +1 -1
  66. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
  68. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +3 -3
  69. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  71. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +9 -9
  72. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
  74. package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -21
  75. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  76. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
  77. package/Materials/Node/Blocks/PBR/refractionBlock.js +6 -6
  78. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +5 -0
  80. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +2 -2
  82. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +3 -3
  84. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +1 -1
  86. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -1
  88. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/Vertex/bonesBlock.js +2 -2
  90. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/Vertex/instancesBlock.js +5 -5
  92. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  93. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
  94. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +12 -12
  95. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  96. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +7 -7
  97. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  98. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
  99. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +10 -3
  100. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  101. package/Materials/Node/Blocks/addBlock.js +2 -1
  102. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  103. package/Materials/Node/Blocks/arcTan2Block.js +3 -1
  104. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  105. package/Materials/Node/Blocks/clampBlock.js +1 -1
  106. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  107. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  108. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  109. package/Materials/Node/Blocks/colorMergerBlock.js +9 -7
  110. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  111. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  112. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  113. package/Materials/Node/Blocks/conditionalBlock.js +18 -12
  114. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/crossBlock.js +1 -1
  116. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/curveBlock.js +48 -53
  118. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/customBlock.js +1 -1
  120. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/desaturateBlock.js +5 -4
  122. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  124. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/divideBlock.js +2 -1
  126. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/dotBlock.js +1 -1
  128. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  130. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  132. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/gradientBlock.js +8 -7
  134. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  136. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  138. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  140. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  142. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  144. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/maxBlock.js +1 -1
  146. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -1
  148. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/minBlock.js +1 -1
  150. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/modBlock.js +1 -1
  152. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/multiplyBlock.js +2 -1
  154. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  156. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/negateBlock.js +1 -1
  158. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/normalBlendBlock.js +1 -1
  160. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  162. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  164. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  166. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/powBlock.js +1 -1
  168. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  170. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  172. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  174. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/refractBlock.js +1 -1
  176. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/remapBlock.js +1 -1
  178. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/replaceColorBlock.js +1 -1
  180. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  182. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  184. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -1
  186. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/smoothStepBlock.js +3 -2
  188. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/stepBlock.js +1 -1
  190. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/subtractBlock.js +2 -1
  192. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/transformBlock.js +18 -10
  194. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -1
  196. package/Materials/Node/Blocks/triPlanarBlock.js +2 -2
  197. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/trigonometryBlock.js +1 -1
  199. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/vectorMergerBlock.js +30 -27
  201. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/vectorSplitterBlock.js +9 -8
  203. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  205. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/voronoiNoiseBlock.js +19 -8
  207. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/waveBlock.js +3 -3
  209. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/worleyNoise3DBlock.js +3 -3
  211. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  212. package/Materials/Node/nodeMaterial.d.ts +9 -3
  213. package/Materials/Node/nodeMaterial.js +29 -4
  214. package/Materials/Node/nodeMaterial.js.map +1 -1
  215. package/Materials/Node/nodeMaterialBlock.d.ts +0 -1
  216. package/Materials/Node/nodeMaterialBlock.js +6 -6
  217. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  218. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +4 -0
  219. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -0
  220. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  221. package/Materials/Node/nodeMaterialBuildState.d.ts +35 -3
  222. package/Materials/Node/nodeMaterialBuildState.js +169 -16
  223. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  224. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +18 -4
  225. package/Materials/PBR/pbrSubSurfaceConfiguration.js +60 -9
  226. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  227. package/Materials/materialFlags.d.ts +6 -0
  228. package/Materials/materialFlags.js +15 -1
  229. package/Materials/materialFlags.js.map +1 -1
  230. package/Materials/materialHelper.d.ts +2 -2
  231. package/Materials/materialHelper.js.map +1 -1
  232. package/Meshes/Compression/meshoptCompression.js +4 -3
  233. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  234. package/Misc/filesInput.d.ts +2 -2
  235. package/Misc/filesInput.js.map +1 -1
  236. package/Misc/screenshotTools.d.ts +6 -6
  237. package/Misc/screenshotTools.js.map +1 -1
  238. package/PostProcesses/postProcess.d.ts +0 -1
  239. package/PostProcesses/postProcess.js.map +1 -1
  240. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +19 -3
  241. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  242. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +4 -1
  243. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  244. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -0
  245. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -0
  247. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  248. package/Shaders/pbr.fragment.js +7 -0
  249. package/Shaders/pbr.fragment.js.map +1 -1
  250. package/Shaders/pbr.vertex.js +2 -0
  251. package/Shaders/pbr.vertex.js.map +1 -1
  252. package/ShadersWGSL/ShadersInclude/fresnelFunction.d.ts +5 -0
  253. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +13 -0
  254. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -0
  255. package/ShadersWGSL/ShadersInclude/helperFunctions.d.ts +5 -0
  256. package/ShadersWGSL/ShadersInclude/helperFunctions.js +68 -0
  257. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -0
  258. package/package.json +1 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { SubMesh } from \"../../../..//Meshes/subMesh\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n /**\r\n * Auto configure the node based on the existing material\r\n * @param material defines the material to configure\r\n * @param additionalFilteringInfo defines additional info to be used when filtering inputs (we might want to skip some non relevant blocks)\r\n */\r\n public autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\" && additionalFilteringInfo(b));\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, _subMesh?: SubMesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\n`;\r\n state._samplerDeclaration += `#else\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\n`;\r\n state._samplerDeclaration += `#endif\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `\r\n #else\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `#endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { SubMesh } from \"../../../..//Meshes/subMesh\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n /**\r\n * Auto configure the node based on the existing material\r\n * @param material defines the material to configure\r\n * @param additionalFilteringInfo defines additional info to be used when filtering inputs (we might want to skip some non relevant blocks)\r\n */\r\n public autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\" && additionalFilteringInfo(b));\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World && additionalFilteringInfo(b));\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, _subMesh?: SubMesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, NodeMaterialBlockConnectionPointTypes.Vector3, this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n NodeMaterialBlockConnectionPointTypes.Vector3,\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\n`;\r\n state._samplerDeclaration += `#else\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\n`;\r\n state._samplerDeclaration += `#endif\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `\r\n #else\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `#endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${state._declareOutput(output)} = ${varName}.${output.name};\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { NodeMaterialBlock } from "../../nodeMaterialBlock";
2
- import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState";
2
+ import { type NodeMaterialBuildState } from "../../nodeMaterialBuildState";
3
3
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets";
4
4
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint";
5
5
  import type { Scene } from "../../../../scene";
@@ -81,11 +81,15 @@ export class SceneDepthBlock extends NodeMaterialBlock {
81
81
  if (uvInput.connectedPoint.ownerBlock.isInput) {
82
82
  const uvInputOwnerBlock = uvInput.connectedPoint.ownerBlock;
83
83
  if (!uvInputOwnerBlock.isAttribute) {
84
- state._emitUniformFromString(uvInput.associatedVariableName, "vec" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? "3" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? "4" : "2"));
84
+ state._emitUniformFromString(uvInput.associatedVariableName, uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3
85
+ ? NodeMaterialBlockConnectionPointTypes.Vector3
86
+ : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4
87
+ ? NodeMaterialBlockConnectionPointTypes.Vector4
88
+ : NodeMaterialBlockConnectionPointTypes.Vector2);
85
89
  }
86
90
  }
87
91
  this._mainUVName = "vMain" + uvInput.associatedVariableName;
88
- state._emitVaryingFromString(this._mainUVName, "vec2");
92
+ state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
89
93
  state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\n`;
90
94
  if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
91
95
  return;
@@ -117,14 +121,14 @@ export class SceneDepthBlock extends NodeMaterialBlock {
117
121
  if (state.target === NodeMaterialBlockTargets.Fragment) {
118
122
  return;
119
123
  }
120
- state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
124
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
121
125
  return;
122
126
  }
123
127
  if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
124
- state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
128
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
125
129
  return;
126
130
  }
127
- state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
131
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
128
132
  }
129
133
  _buildBlock(state) {
130
134
  super._buildBlock(state);
@@ -1 +1 @@
1
- {"version":3,"file":"sceneDepthBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/sceneDepthBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAGhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,sCAAsC,CAAC;AAKtG;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,iBAAiB;IAyDlD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAzD5D;;WAEG;QAkBI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QAkBI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QAII,oBAAe,GAAG,KAAK,CAAC;QAS3B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE5G,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAChJ,CAAC;QAEF,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,KAA6B;QAC3C,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;IACjD,CAAC;IAED,IAAW,MAAM;QACb,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE;YACtB,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,WAAY,CAAC,OAAO,EAAE;YAC9B,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,OAAO,wBAAwB,CAAC,QAAQ,CAAC;IAC7C,CAAC;IAEO,WAAW,CAAC,KAAY;QAC5B,MAAM,aAAa,GAAG,KAAK,CAAC,mBAAmB,CAAC,SAAS,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,SAAS,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE5I,OAAO,aAAa,CAAC,WAAW,EAAE,CAAC;IACvC,CAAC;IAEM,IAAI,CAAC,MAAc,EAAE,YAA0B;QAClD,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,QAAQ,EAAE,CAAC,CAAC;QAE1D,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;IAClD,CAAC;IAEO,iBAAiB,CAAC,KAA6B;QACnD,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,OAAO,CAAC,cAAe,CAAC,UAAU,CAAC,OAAO,EAAE;YAC5C,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAe,CAAC,UAAwB,CAAC;YAE3E,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE;gBAChC,KAAK,CAAC,sBAAsB,CACxB,OAAO,CAAC,sBAAsB,EAC9B,KAAK,GAAG,CAAC,OAAO,CAAC,IAAI,KAAK,qCAAqC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,KAAK,qCAAqC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAC9J,CAAC;aACL;SACJ;QAED,IAAI,CAAC,WAAW,GAAG,OAAO,GAAG,OAAO,CAAC,sBAAsB,CAAC;QAE5D,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAEvD,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,WAAW,MAAM,OAAO,CAAC,sBAAsB,QAAQ,CAAC;QAE3F,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,EAAE;YACzD,OAAO;SACV;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAEpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC,YAAY,EAAE;gBACrB,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;aAC/C;SACJ;IACL,CAAC;IAEO,iBAAiB,CAAC,KAA6B,EAAE,UAAU,GAAG,KAAK;QACvE,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YAED,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,OAAO,CAAC,sBAAsB,SAAS,CAAC;YACtI,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,OAAO,CAAC,sBAAsB,SAAS,CAAC;YACtI,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,WAAW,MAAM,CAAC;IACzH,CAAC;IAEO,YAAY,CAAC,KAA6B,EAAE,MAAmC,EAAE,OAAe,EAAE,UAAU,GAAG,KAAK;QACxH,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;YAC5G,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;YAC5G,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;IAChH,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,CAAC;QACtE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAEtE,IAAI,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;YACnD,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SAC9C;QAED,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACpD,SAAS;YACT,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;SACV;QAED,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,2BAA2B,CAAC,EAAE;YAC3D,OAAO;SACV;QAED,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAExC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC,YAAY,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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ? NodeMaterialBlockConnectionPointTypes.Vector3\r\n : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4\r\n ? NodeMaterialBlockConnectionPointTypes.Vector4\r\n : NodeMaterialBlockConnectionPointTypes.Vector2\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { NodeMaterialBlock } from "../../nodeMaterialBlock";
2
- import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState";
2
+ import { type NodeMaterialBuildState } from "../../nodeMaterialBuildState";
3
3
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets";
4
4
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint";
5
5
  import type { AbstractMesh } from "../../../../Meshes/abstractMesh";
@@ -19,6 +19,7 @@ export declare class TextureBlock extends NodeMaterialBlock {
19
19
  private _gammaDefineName;
20
20
  private _tempTextureRead;
21
21
  private _samplerName;
22
+ private _textureName;
22
23
  private _transformedUVName;
23
24
  private _textureTransformName;
24
25
  private _textureInfoName;
@@ -123,8 +124,9 @@ export declare class TextureBlock extends NodeMaterialBlock {
123
124
  private get _isMixed();
124
125
  private _injectVertexCode;
125
126
  private _getUVW;
126
- private get _samplerFunc();
127
+ private _samplerFunc;
127
128
  private get _samplerLodSuffix();
129
+ private _generateTextureSample;
128
130
  private _generateTextureLookup;
129
131
  private _writeTextureRead;
130
132
  private _generateConversionCode;
@@ -12,6 +12,7 @@ import "../../../../Shaders/ShadersInclude/helperFunctions.js";
12
12
  import { ImageSourceBlock } from "./imageSourceBlock.js";
13
13
  import { NodeMaterialConnectionPointCustomObject } from "../../nodeMaterialConnectionPointCustomObject.js";
14
14
  import { EngineStore } from "../../../../Engines/engineStore.js";
15
+ import { ShaderLanguage } from "../../../shaderLanguage.js";
15
16
  /**
16
17
  * Block used to read a texture from a sampler
17
18
  */
@@ -319,7 +320,13 @@ export class TextureBlock extends NodeMaterialBlock {
319
320
  effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());
320
321
  }
321
322
  if (!this._imageSource) {
322
- effect.setTexture(this._samplerName, this.texture);
323
+ if (this._textureName) {
324
+ effect.setTexture(this._textureName, this.texture);
325
+ effect.setTextureSampler(this._samplerName, this.texture._texture);
326
+ }
327
+ else {
328
+ effect.setTexture(this._samplerName, this.texture);
329
+ }
323
330
  }
324
331
  }
325
332
  get _isMixed() {
@@ -329,19 +336,21 @@ export class TextureBlock extends NodeMaterialBlock {
329
336
  const uvInput = this.uv;
330
337
  // Inject code in vertex
331
338
  this._defineName = state._getFreeDefineName("UVTRANSFORM");
332
- this._mainUVDefineName = "VMAIN" + uvInput.associatedVariableName.toUpperCase();
333
- this._mainUVName = "vMain" + uvInput.associatedVariableName;
339
+ this._mainUVDefineName = "VMAIN" + uvInput.declarationVariableName.toUpperCase();
340
+ this._mainUVName = "vMain" + uvInput.declarationVariableName;
334
341
  this._transformedUVName = state._getFreeVariableName("transformedUV");
335
342
  this._textureTransformName = state._getFreeVariableName("textureTransform");
336
343
  this._textureInfoName = state._getFreeVariableName("textureInfoName");
337
344
  this.level.associatedVariableName = this._textureInfoName;
338
- state._emitVaryingFromString(this._transformedUVName, "vec2", this._defineName);
339
- state._emitVaryingFromString(this._mainUVName, "vec2", this._mainUVDefineName);
340
- state._emitUniformFromString(this._textureTransformName, "mat4", this._defineName);
345
+ state._emitVaryingFromString(this._transformedUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._defineName);
346
+ state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._mainUVDefineName);
347
+ state._emitUniformFromString(this._textureTransformName, NodeMaterialBlockConnectionPointTypes.Matrix, this._defineName);
348
+ const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);
349
+ const vec2 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);
341
350
  state.compilationString += `#ifdef ${this._defineName}\n`;
342
- state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\n`;
351
+ state.compilationString += `${state._getVaryingName(this._transformedUVName)} = ${vec2}(${this._textureTransformName} * ${vec4}(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\n`;
343
352
  state.compilationString += `#elif defined(${this._mainUVDefineName})\n`;
344
- state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\n`;
353
+ state.compilationString += `${state._getVaryingName(this._mainUVName)} = ${uvInput.associatedVariableName}.xy;\n`;
345
354
  state.compilationString += `#endif\n`;
346
355
  if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
347
356
  return;
@@ -367,18 +376,27 @@ export class TextureBlock extends NodeMaterialBlock {
367
376
  }
368
377
  return coords;
369
378
  }
370
- get _samplerFunc() {
379
+ _samplerFunc(state) {
380
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
381
+ return state.target === NodeMaterialBlockTargets.Vertex ? "textureSampleLevel" : "textureSample";
382
+ }
371
383
  return this.lod.isConnected ? "texture2DLodEXT" : "texture2D";
372
384
  }
373
385
  get _samplerLodSuffix() {
374
386
  return this.lod.isConnected ? `, ${this.lod.associatedVariableName}` : "";
375
387
  }
388
+ _generateTextureSample(uv, state) {
389
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
390
+ const isVertex = state.target === NodeMaterialBlockTargets.Vertex;
391
+ return `${this._samplerFunc(state)}(${this._textureName},${this._samplerName}, ${this._getUVW(uv)}${this._samplerLodSuffix}${isVertex ? ", 0" : ""})`;
392
+ }
393
+ return `${this._samplerFunc(state)}(${this._samplerName}, ${this._getUVW(uv)}${this._samplerLodSuffix})`;
394
+ }
376
395
  _generateTextureLookup(state) {
377
- const samplerName = this.samplerName;
378
396
  state.compilationString += `#ifdef ${this._defineName}\n`;
379
- state.compilationString += `vec4 ${this._tempTextureRead} = ${this._samplerFunc}(${samplerName}, ${this._getUVW(this._transformedUVName)}${this._samplerLodSuffix});\n`;
397
+ state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(state._getVaryingName(this._transformedUVName), state)};\n`;
380
398
  state.compilationString += `#elif defined(${this._mainUVDefineName})\n`;
381
- state.compilationString += `vec4 ${this._tempTextureRead} = ${this._samplerFunc}(${samplerName}, ${this._getUVW(this._mainUVName ? this._mainUVName : this.uv.associatedVariableName)}${this._samplerLodSuffix});\n`;
399
+ state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(this._mainUVName ? state._getVaryingName(this._mainUVName) : this.uv.associatedVariableName, state)}${this._samplerLodSuffix};\n`;
382
400
  state.compilationString += `#endif\n`;
383
401
  }
384
402
  _writeTextureRead(state, vertexMode = false) {
@@ -391,7 +409,7 @@ export class TextureBlock extends NodeMaterialBlock {
391
409
  return;
392
410
  }
393
411
  if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
394
- state.compilationString += `vec4 ${this._tempTextureRead} = ${this._samplerFunc}(${this.samplerName}, ${this._getUVW(uvInput.associatedVariableName)}${this._samplerLodSuffix});\n`;
412
+ state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(uvInput.associatedVariableName, state)}${this._samplerLodSuffix};\n`;
395
413
  return;
396
414
  }
397
415
  this._generateTextureLookup(state);
@@ -416,20 +434,20 @@ export class TextureBlock extends NodeMaterialBlock {
416
434
  if (state.target === NodeMaterialBlockTargets.Fragment) {
417
435
  return;
418
436
  }
419
- state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
437
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
420
438
  this._generateConversionCode(state, output, swizzle);
421
439
  return;
422
440
  }
423
441
  if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
424
- state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
442
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
425
443
  this._generateConversionCode(state, output, swizzle);
426
444
  return;
427
445
  }
428
446
  let complement = "";
429
447
  if (!this.disableLevelMultiplication) {
430
- complement = ` * ${this._textureInfoName}`;
448
+ complement = ` * ${(state.shaderLanguage === ShaderLanguage.WGSL ? "uniforms." : "") + this._textureInfoName}`;
431
449
  }
432
- state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\n`;
450
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\n`;
433
451
  this._generateConversionCode(state, output, swizzle);
434
452
  }
435
453
  _buildBlock(state) {
@@ -447,12 +465,16 @@ export class TextureBlock extends NodeMaterialBlock {
447
465
  }
448
466
  if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {
449
467
  if (!this._imageSource) {
450
- this._samplerName = state._getFreeVariableName(this.name + "Sampler");
468
+ const varName = state._getFreeVariableName(this.name);
469
+ this._samplerName = varName + "Sampler";
470
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
471
+ this._textureName = varName + "Texture";
472
+ }
451
473
  if (this._texture?._texture?.is2DArray) {
452
474
  state._emit2DArraySampler(this._samplerName);
453
475
  }
454
476
  else {
455
- state._emit2DSampler(this._samplerName);
477
+ state._emit2DSampler(this._samplerName, this._textureName);
456
478
  }
457
479
  }
458
480
  // Declarations
@@ -476,13 +498,13 @@ export class TextureBlock extends NodeMaterialBlock {
476
498
  state._emit2DArraySampler(this._samplerName);
477
499
  }
478
500
  else {
479
- state._emit2DSampler(this._samplerName);
501
+ state._emit2DSampler(this._samplerName, this._textureName);
480
502
  }
481
503
  }
482
504
  const comments = `//${this.name}`;
483
505
  state._emitFunctionFromInclude("helperFunctions", comments);
484
506
  if (this._isMixed) {
485
- state._emitUniformFromString(this._textureInfoName, "float");
507
+ state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);
486
508
  }
487
509
  this._writeTextureRead(state);
488
510
  for (const output of this._outputs) {