@babylonjs/core 7.25.0 → 7.25.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/weightedsound.js +6 -4
- package/Audio/weightedsound.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +5 -0
- package/Collisions/gpuPicker.js +34 -11
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +3 -3
- package/Engines/constants.js +3 -3
- package/Engines/constants.js.map +1 -1
- package/Engines/thinEngine.js +6 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +10 -10
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +22 -20
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +9 -9
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +41 -32
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +0 -5
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +2 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -2
- package/Materials/Node/nodeMaterial.js +7 -4
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +3 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
- package/Materials/PBR/pbrBaseMaterial.js +2 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -2
- package/Materials/standardMaterial.js +2 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +32 -7
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +2 -1
- package/Meshes/geometry.js +3 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -1
- package/Meshes/mesh.js +5 -3
- package/Meshes/mesh.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +2 -2
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -2
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/prePassRenderer.js +5 -4
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js +0 -5
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/Shaders/default.fragment.js +4 -4
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/pbr.fragment.js +5 -9
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +0 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +4 -4
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +5 -9
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/package.json +1 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { PBRMetallicRoughnessBlock } from \"./pbrMetallicRoughnessBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { PBRClearCoatConfiguration } from \"../../../PBR/pbrClearCoatConfiguration\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n private _scene: Scene;\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * Create a new ClearCoatBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.worldNormal.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color4 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Vector3\r\n );\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @editableInPropertyPage(\"Remap F0 on interface change\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public remapF0OnInterfaceChange: boolean = true;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n state._excludeVariableName(\"vGeometricNormaClearCoatW\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", false, true);\r\n defines.setValue(\"CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.normalMapColor.isConnected, true);\r\n defines.setValue(\r\n \"CLEARCOAT_DEFAULTIOR\",\r\n this.indexOfRefraction.isConnected ? this.indexOfRefraction.connectInputBlock!.value === PBRClearCoatConfiguration._DefaultIndexOfRefraction : true,\r\n true\r\n );\r\n defines.setValue(\"CLEARCOAT_REMAP_F0\", this.remapF0OnInterfaceChange, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? (this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock) : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? (mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock) : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const worldTangent = this.worldTangent;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n if (!isWebGPU) {\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n }\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n ${isWebGPU ? \"var TBN\" : \"mat3 TBN\"} = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `${state._declareLocalVar(\"tbnNormal\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldNormalVarName}.xyz);\\n`;\r\n code += `${state._declareLocalVar(\"tbnTangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n code += `${state._declareLocalVar(\"tbnBitangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\n`;\r\n code += `${isWebGPU ? \"var vTBN\" : \"mat3 vTBN\"} = ${isWebGPU ? \"mat3x3f\" : \"mat3\"}(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(\r\n state: NodeMaterialBuildState,\r\n ccBlock: Nullable<ClearCoatBlock>,\r\n reflectionBlock: Nullable<ReflectionBlock>,\r\n worldPosVarName: string,\r\n generateTBNSpace: boolean,\r\n vTBNAvailable: boolean,\r\n worldNormalVarName: string\r\n ): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : `vec3${state.fSuffix}(0.)`;\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : `vec2${state.fSuffix}(0.)`;\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = `vec4${state.fSuffix}(0.)`;\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n const normalShading = ccBlock.worldNormal;\r\n code += `${state._declareLocalVar(\"vGeometricNormaClearCoatW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\n`;\r\n } else {\r\n code += `${state._declareLocalVar(\"vGeometricNormaClearCoatW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = geometricNormalW;\\n`;\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n code += `${isWebGPU ? \"var clearcoatOut: clearcoatOutParams\" : \"clearcoatOutParams clearcoatOut\"};\r\n\r\n #ifdef CLEARCOAT\r\n ${state._declareLocalVar(\"vClearCoatParams\", NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(${intensity}, ${roughness});\r\n ${state._declareLocalVar(\"vClearCoatTintParams\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${tintThickness});\r\n\r\n clearcoatOut = clearcoatBlock(\r\n ${worldPosVarName}.xyz\r\n , vGeometricNormaClearCoatW\r\n , viewDirectionW\r\n , vClearCoatParams\r\n , specularEnvironmentR0\r\n #ifdef CLEARCOAT_TEXTURE\r\n , vec2${state.fSuffix}(0.)\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n , vClearCoatTintParams\r\n , ${tintAtDistance}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vClearCoatRefractionParams\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n , ${tintTexture}\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n , vec2${state.fSuffix}(0., 1.)\r\n , vec4${state.fSuffix}(${normalMapColor}, 0.)\r\n , ${uv}\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n , vTBN\r\n #else\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vClearCoatTangentSpaceParams\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n , normalMatrix\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n , faceNormal\r\n #endif\r\n #ifdef REFLECTION\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"} \r\n #endif\r\n #endif\r\n #endif\r\n #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})\r\n #ifdef RADIANCEOCCLUSION\r\n , ambientMonochrome\r\n #endif\r\n #endif\r\n #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\r\n , (${state._generateTernary(\"1.\", \"-1.\", isWebGPU ? \"fragmentInputs.frontFacing\" : \"gl_FrontFacing\")})\r\n #endif\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.remapF0OnInterfaceChange = ${this.remapF0OnInterfaceChange};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.remapF0OnInterfaceChange = this.remapF0OnInterfaceChange;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClearCoatBlock\", ClearCoatBlock);\r\n"]}
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1
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { PBRMetallicRoughnessBlock } from \"./pbrMetallicRoughnessBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { PBRClearCoatConfiguration } from \"../../../PBR/pbrClearCoatConfiguration\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { TBNBlock } from \"../Fragment/TBNBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n private _scene: Scene;\r\n private _tangentCorrectionFactorName = \"\";\r\n\r\n /**\r\n * Create a new ClearCoatBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.worldNormal.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color4 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Vector3\r\n );\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n\r\n this.registerOutput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @editableInPropertyPage(\"Remap F0 on interface change\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public remapF0OnInterfaceChange: boolean = true;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n state._excludeVariableName(\"vGeometricNormaClearCoatW\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", false, true);\r\n defines.setValue(\"CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.normalMapColor.isConnected, true);\r\n defines.setValue(\r\n \"CLEARCOAT_DEFAULTIOR\",\r\n this.indexOfRefraction.isConnected ? this.indexOfRefraction.connectInputBlock!.value === PBRClearCoatConfiguration._DefaultIndexOfRefraction : true,\r\n true\r\n );\r\n defines.setValue(\"CLEARCOAT_REMAP_F0\", this.remapF0OnInterfaceChange, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? (this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock) : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? (mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock) : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n const comments = `//${this.name}`;\r\n const worldTangent = this.worldTangent;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n if (!isWebGPU) {\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n }\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n const TBN = this.TBN;\r\n if (TBN.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n ${isWebGPU ? \"var TBN\" : \"mat3 TBN\"} = ${TBN.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n code += `${state._declareLocalVar(\"tbnNormal\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldNormalVarName}.xyz);\\n`;\r\n code += `${state._declareLocalVar(\"tbnTangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n code += `${state._declareLocalVar(\"tbnBitangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = cross(tbnNormal, tbnTangent) * ${this._tangentCorrectionFactorName};\\n`;\r\n code += `${isWebGPU ? \"var vTBN\" : \"mat3 vTBN\"} = ${isWebGPU ? \"mat3x3f\" : \"mat3\"}(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [tangentReplaceString],\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(\r\n state: NodeMaterialBuildState,\r\n ccBlock: Nullable<ClearCoatBlock>,\r\n reflectionBlock: Nullable<ReflectionBlock>,\r\n worldPosVarName: string,\r\n generateTBNSpace: boolean,\r\n vTBNAvailable: boolean,\r\n worldNormalVarName: string\r\n ): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const normalMapColor = ccBlock?.normalMapColor.isConnected ? ccBlock.normalMapColor.associatedVariableName : `vec3${state.fSuffix}(0.)`;\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : `vec2${state.fSuffix}(0.)`;\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = `vec4${state.fSuffix}(0.)`;\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n const normalShading = ccBlock.worldNormal;\r\n code += `${state._declareLocalVar(\"vGeometricNormaClearCoatW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\n`;\r\n } else {\r\n code += `${state._declareLocalVar(\"vGeometricNormaClearCoatW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = geometricNormalW;\\n`;\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n code += `${isWebGPU ? \"var clearcoatOut: clearcoatOutParams\" : \"clearcoatOutParams clearcoatOut\"};\r\n\r\n #ifdef CLEARCOAT\r\n ${state._declareLocalVar(\"vClearCoatParams\", NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(${intensity}, ${roughness});\r\n ${state._declareLocalVar(\"vClearCoatTintParams\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${tintThickness});\r\n\r\n clearcoatOut = clearcoatBlock(\r\n ${worldPosVarName}.xyz\r\n , vGeometricNormaClearCoatW\r\n , viewDirectionW\r\n , vClearCoatParams\r\n , specularEnvironmentR0\r\n #ifdef CLEARCOAT_TEXTURE\r\n , vec2${state.fSuffix}(0.)\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n , vClearCoatTintParams\r\n , ${tintAtDistance}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vClearCoatRefractionParams\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n , ${tintTexture}\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n , vec2${state.fSuffix}(0., 1.)\r\n , vec4${state.fSuffix}(${normalMapColor}, 0.)\r\n , ${uv}\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n , vTBN\r\n #else\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vClearCoatTangentSpaceParams\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n , normalMatrix\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n , faceNormal\r\n #endif\r\n #ifdef REFLECTION\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"} \r\n #endif\r\n #endif\r\n #endif\r\n #if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\r\n , (${state._generateTernary(\"1.\", \"-1.\", isWebGPU ? \"fragmentInputs.frontFacing\" : \"gl_FrontFacing\")})\r\n #endif\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.remapF0OnInterfaceChange = ${this.remapF0OnInterfaceChange};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.remapF0OnInterfaceChange = this.remapF0OnInterfaceChange;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.remapF0OnInterfaceChange = serializationObject.remapF0OnInterfaceChange ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClearCoatBlock\", ClearCoatBlock);\r\n"]}
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@@ -144,7 +144,8 @@ export class LightInformationBlock extends NodeMaterialBlock {
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144
144
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state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);
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145
145
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state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);
|
|
146
146
|
state.compilationString += `#ifdef ${this._lightTypeDefineName}\n`;
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|
147
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-
state.compilationString +=
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|
147
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+
state.compilationString +=
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148
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+
state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${uniformAdd}${this._lightDataUniformName});\n`;
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|
148
149
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state.compilationString += `#else\n`;
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149
150
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state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\n`;
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|
150
151
|
state.compilationString += `#endif\n`;
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\";\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${this._lightDataUniformName});\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += state._declareOutput(color) + ` = ${uniformAdd}${this._lightColorUniformName}.rgb;\\n`;\r\n state.compilationString += state._declareOutput(intensity) + ` = ${uniformAdd}${this._lightColorUniformName}.a;\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.x;\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowNormalBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.y;\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowDepthScale) + ` = ${uniformAdd}${this._lightShadowUniformName}.z;\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state.compilationString += state._declareOutput(shadowDepthRange) + ` = ${this._lightShadowUniformName};\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
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+
{"version":3,"file":"lightInformationBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Vertex/lightInformationBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAG1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAO3D,OAAO,EAAE,UAAU,EAAE,MAAM,+BAA+B,CAAC;AAM3D;;GAEG;AACH,MAAM,OAAO,qBAAsB,SAAQ,iBAAiB;IAaxD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAE7C,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAChF,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAC3E,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAC/E,IAAI,CAAC,cAAc,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrF,IAAI,CAAC,cAAc,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACrF,IAAI,CAAC,cAAc,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;IAC3F,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,YAA0B,EAAE,IAAW;QACxE,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,EAAE;YACvC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;SACrB;QAED,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,MAAM,KAAK,GAAG,YAAY,CAAC,QAAQ,EAAE,CAAC;QAEtC,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE;YAC/B,KAAK,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACrC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YAC5B,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtD,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1D,OAAO;SACV;QAED,KAAK,CAAC,4BAA4B,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAEvE,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,sBAAsB,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;QAE9E,MAAM,SAAS,GAAG,KAAK,CAAC,kBAAkB,EAAqB,CAAC;QAChE,IAAI,IAAI,CAAC,UAAU,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE;YAC1G,IAAI,SAAS,EAAE;gBACX,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,uBAAuB,EAAE,SAAS,CAAC,IAAI,EAAE,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC;aAC9G;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,uBAAuB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aAC3D;SACJ;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,SAAS,IAAI,KAAK,CAAC,YAAY,EAAE;gBACjC,MAAM,WAAW,GAAG,KAAoB,CAAC;gBACzC,MAAM,CAAC,SAAS,CACZ,IAAI,CAAC,4BAA4B,EACjC,WAAW,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,EAC5C,WAAW,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,WAAW,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,CAC9F,CAAC;aACL;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,4BAA4B,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aAC7D;SACJ;IACL,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,IAAI,CAAC,OAAO,CAAC,eAAe,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YACxD,OAAO;SACV;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAElC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,oBAAoB,EAAE,KAAK,IAAI,KAAK,YAAY,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;IAC3G,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC3C,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QACnC,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC/C,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC/C,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE/C,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC,oBAAoB,CAAC,WAAW,CAAC,CAAC;QACrE,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACvE,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACxE,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAEvE,MAAM,UAAU,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC;QAEnF,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,qBAAqB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACxG,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,sBAAsB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAEzG,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,oBAAoB,IAAI,CAAC;QACnE,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,gBAAgB,IAAI,CAAC,aA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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n const uniformAdd = state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\";\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(this._lightColorUniformName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\n`;\r\n state.compilationString +=\r\n state._declareOutput(direction) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${uniformAdd}${this._lightDataUniformName});\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += state._declareOutput(direction) + ` = ${uniformAdd}${this._lightDataUniformName};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += state._declareOutput(color) + ` = ${uniformAdd}${this._lightColorUniformName}.rgb;\\n`;\r\n state.compilationString += state._declareOutput(intensity) + ` = ${uniformAdd}${this._lightColorUniformName}.a;\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.x;\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowNormalBias) + ` = ${uniformAdd}${this._lightShadowUniformName}.y;\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += state._declareOutput(shadowDepthScale) + ` = ${uniformAdd}${this._lightShadowUniformName}.z;\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state.compilationString += state._declareOutput(shadowDepthRange) + ` = ${this._lightShadowUniformName};\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
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@@ -46,7 +46,7 @@ export class PowBlock extends NodeMaterialBlock {
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_buildBlock(state) {
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super._buildBlock(state);
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const output = this._outputs[0];
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-
state.compilationString += state._declareOutput(output) + ` = pow(${this.value.associatedVariableName}, ${this.power.associatedVariableName});\n`;
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+
state.compilationString += state._declareOutput(output) + ` = pow(max(${this.value.associatedVariableName}, 0.), ${this.power.associatedVariableName});\n`;
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return this;
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}
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"powBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/powBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD;;GAEG;AACH,MAAM,OAAO,QAAS,SAAQ,iBAAiB;IAC3C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,oBAAoB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACpC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,
|
|
1
|
+
{"version":3,"file":"powBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/powBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD;;GAEG;AACH,MAAM,OAAO,QAAS,SAAQ,iBAAiB;IAC3C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,oBAAoB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACpC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,cAAc,IAAI,CAAC,KAAK,CAAC,sBAAsB,UAAU,IAAI,CAAC,KAAK,CAAC,sBAAsB,MAAM,CAAC;QAE3J,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n/**\r\n * Block used to get the value of the first parameter raised to the power of the second\r\n */\r\nexport class PowBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new PowBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"power\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"PowBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value operand input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the power operand input component\r\n */\r\n public get power(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n state.compilationString += state._declareOutput(output) + ` = pow(max(${this.value.associatedVariableName}, 0.), ${this.power.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PowBlock\", PowBlock);\r\n"]}
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@@ -88,9 +88,9 @@ export declare class NodeMaterialDefines extends MaterialDefines implements IIma
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/** Prepass depth index */
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PREPASS_DEPTH_INDEX: number;
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/** Clip-space depth */
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-
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+
PREPASS_SCREENSPACE_DEPTH: boolean;
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/** Clip-space depth index */
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-
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+
PREPASS_SCREENSPACE_DEPTH_INDEX: number;
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/** Scene MRT count */
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SCENE_MRT_COUNT: number;
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/** BONES */
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@@ -91,9 +91,9 @@ export class NodeMaterialDefines extends MaterialDefines {
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/** Prepass depth index */
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this.PREPASS_DEPTH_INDEX = -1;
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/** Clip-space depth */
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-
this.
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+
this.PREPASS_SCREENSPACE_DEPTH = false;
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/** Clip-space depth index */
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-
this.
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+
this.PREPASS_SCREENSPACE_DEPTH_INDEX = -1;
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/** Scene MRT count */
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|
this.SCENE_MRT_COUNT = 0;
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/** BONES */
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@@ -791,7 +791,7 @@ export class NodeMaterial extends PushMaterial {
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if (prePassOutputBlock.viewDepth.isConnected) {
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792
792
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result.push(5);
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}
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794
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-
if (prePassOutputBlock.
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794
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+
if (prePassOutputBlock.screenDepth.isConnected) {
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795
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|
result.push(10);
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796
796
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}
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797
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if (prePassOutputBlock.viewNormal.isConnected) {
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@@ -815,10 +815,13 @@ export class NodeMaterial extends PushMaterial {
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815
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if (block.position.isConnected && !result.includes(1)) {
|
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816
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|
result.push(1);
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}
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+
if (block.localPosition.isConnected && !result.includes(9)) {
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819
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+
result.push(9);
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+
}
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if (block.depth.isConnected && !result.includes(5)) {
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result.push(5);
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823
|
}
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821
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-
if (block.
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824
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+
if (block.screenDepth.isConnected && !result.includes(10)) {
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822
825
|
result.push(10);
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823
826
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}
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824
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if (block.normal.isConnected && !result.includes(6)) {
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