@babylonjs/core 7.53.2 → 7.54.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1278) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  8. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  9. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  10. package/AudioV2/abstractAudio/staticSound.js +8 -0
  11. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  13. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  16. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  21. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  24. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  26. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  27. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  32. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  34. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  35. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  37. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
  38. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  40. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  41. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  43. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  44. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  45. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  46. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  47. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  49. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  50. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  51. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  52. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  53. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  54. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  55. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  56. package/DeviceInput/webDeviceInputSystem.js +21 -3
  57. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  58. package/Engines/abstractEngine.js +2 -3
  59. package/Engines/abstractEngine.js.map +1 -1
  60. package/Engines/thinEngine.d.ts +2 -1
  61. package/Engines/thinEngine.js +10 -2
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +2 -1
  64. package/Engines/webgpuEngine.js +3 -2
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  67. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  71. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  80. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  82. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  84. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  86. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  88. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  90. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  92. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  94. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  98. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  100. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  101. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  102. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  103. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  105. package/FrameGraph/Node/Blocks/index.js +1 -1
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  108. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  109. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  110. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  111. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  112. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  113. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  115. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  116. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  118. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  120. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  121. package/FrameGraph/index.d.ts +1 -1
  122. package/FrameGraph/index.js +1 -1
  123. package/FrameGraph/index.js.map +1 -1
  124. package/Gizmos/gizmo.js +25 -17
  125. package/Gizmos/gizmo.js.map +1 -1
  126. package/Lights/IES/iesLoader.d.ts +1 -1
  127. package/Lights/IES/iesLoader.js +1 -1
  128. package/Lights/IES/iesLoader.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  130. package/Lights/Shadows/shadowGenerator.js +2 -2
  131. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  132. package/Lights/spotLight.d.ts +1 -1
  133. package/Lights/spotLight.js +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  136. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  137. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  140. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  141. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  142. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  143. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  144. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  145. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  146. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  147. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  148. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  149. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  151. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  152. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  153. package/Materials/material.js +1 -1
  154. package/Materials/material.js.map +1 -1
  155. package/Maths/math.scalar.d.ts +1 -0
  156. package/Maths/math.scalar.functions.d.ts +9 -0
  157. package/Maths/math.scalar.functions.js +11 -0
  158. package/Maths/math.scalar.functions.js.map +1 -1
  159. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  160. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  161. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  163. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  164. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  165. package/Meshes/Node/index.d.ts +1 -0
  166. package/Meshes/Node/index.js +1 -0
  167. package/Meshes/Node/index.js.map +1 -1
  168. package/Meshes/csg2.d.ts +3 -3
  169. package/Meshes/csg2.js +3 -3
  170. package/Meshes/csg2.js.map +1 -1
  171. package/Meshes/lattice.d.ts +2 -2
  172. package/Meshes/lattice.js +5 -4
  173. package/Meshes/lattice.js.map +1 -1
  174. package/Meshes/lattice.material.d.ts +2 -2
  175. package/Meshes/lattice.material.js +2 -2
  176. package/Meshes/lattice.material.js.map +1 -1
  177. package/Meshes/mesh.d.ts +2 -2
  178. package/Meshes/mesh.js +2 -2
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Misc/decorators.js +2 -2
  181. package/Misc/decorators.js.map +1 -1
  182. package/Misc/fileTools.d.ts +1 -1
  183. package/Misc/fileTools.js +1 -1
  184. package/Misc/fileTools.js.map +1 -1
  185. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  186. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  187. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  188. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  189. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  191. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  192. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  194. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  195. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  196. package/Rendering/subSurfaceConfiguration.js +5 -1
  197. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  198. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  201. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  202. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  203. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  204. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  205. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  206. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  207. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  208. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  209. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  210. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  211. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  212. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  213. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  214. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  217. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  218. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  219. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  220. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  221. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  223. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  224. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  225. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  226. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  227. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  229. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  230. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  231. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  232. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  235. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  236. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  237. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  238. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  239. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  240. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  241. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  242. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  243. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  244. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  247. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  248. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  249. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  250. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  251. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  252. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  255. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  256. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  257. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  258. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  259. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  260. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  261. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  262. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  265. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  266. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  269. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  271. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  272. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  273. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  274. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  275. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  276. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  277. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  278. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  279. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  280. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  281. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  283. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  285. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  286. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  287. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  289. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  290. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  291. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  293. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  294. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  295. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  296. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  297. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  299. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  300. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  301. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  302. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  303. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  304. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  305. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  306. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  307. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  308. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  309. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  310. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  311. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  312. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  313. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  314. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  315. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  316. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  317. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  318. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  319. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  320. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
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  1259. package/ShadersWGSL/sprites.vertex.js +3 -1
  1260. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1261. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1262. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1263. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1264. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1265. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1266. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1267. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1268. package/ShadersWGSL/taa.fragment.js +3 -1
  1269. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1270. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1271. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1272. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1273. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1274. package/package.json +1 -1
  1275. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1276. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1277. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1278. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
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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 type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { PBRBaseMaterial } from \"../../../PBR/pbrBaseMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { SheenBlock } from \"./sheenBlock\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { GetEnvironmentBRDFTexture } from \"../../../../Misc/brdfTextureTools\";\r\nimport { MaterialFlags } from \"../../../materialFlags\";\r\nimport { AnisotropyBlock } from \"./anisotropyBlock\";\r\nimport { ReflectionBlock } from \"./reflectionBlock\";\r\nimport { ClearCoatBlock } from \"./clearCoatBlock\";\r\nimport { IridescenceBlock } from \"./iridescenceBlock\";\r\nimport { SubSurfaceBlock } from \"./subSurfaceBlock\";\r\nimport type { RefractionBlock } from \"./refractionBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport { Color3, TmpColors } from \"../../../../Maths/math.color\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport {\r\n BindLight,\r\n BindLights,\r\n PrepareDefinesForLight,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMultiview,\r\n PrepareUniformsAndSamplersForLight,\r\n} from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nconst mapOutputToVariable: { [name: string]: [string, string] } = {\r\n ambientClr: [\"finalAmbient\", \"\"],\r\n diffuseDir: [\"finalDiffuse\", \"\"],\r\n specularDir: [\"finalSpecularScaled\", \"!defined(UNLIT) && defined(SPECULARTERM)\"],\r\n clearcoatDir: [\"finalClearCoatScaled\", \"!defined(UNLIT) && defined(CLEARCOAT)\"],\r\n sheenDir: [\"finalSheenScaled\", \"!defined(UNLIT) && defined(SHEEN)\"],\r\n diffuseInd: [\"finalIrradiance\", \"!defined(UNLIT) && defined(REFLECTION)\"],\r\n specularInd: [\"finalRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION)\"],\r\n clearcoatInd: [\"clearcoatOut.finalClearCoatRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION) && defined(CLEARCOAT)\"],\r\n sheenInd: [\"sheenOut.finalSheenRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION) && defined(SHEEN) && defined(ENVIRONMENTBRDF)\"],\r\n refraction: [\"subSurfaceOut.finalRefraction\", \"!defined(UNLIT) && defined(SS_REFRACTION)\"],\r\n lighting: [\"finalColor.rgb\", \"\"],\r\n shadow: [\"aggShadow\", \"\"],\r\n alpha: [\"alpha\", \"\"],\r\n};\r\n\r\n/**\r\n * Block used to implement the PBR metallic/roughness model\r\n * #D8AK3Z#80\r\n */\r\nexport class PBRMetallicRoughnessBlock extends NodeMaterialBlock {\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 private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as PBRMetallicRoughnessBlock;\r\n\r\n if (that.worldPosition.isConnected || that.worldNormal.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition and worldNormal inputs must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n this.getInputByName(\"worldNormal\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n private _lightId: number;\r\n private _scene: Scene;\r\n private _environmentBRDFTexture: Nullable<BaseTexture> = null;\r\n private _environmentBrdfSamplerName: string;\r\n private _vNormalWName: string;\r\n private _invertNormalName: string;\r\n private _metallicReflectanceColor: Color3 = Color3.White();\r\n private _metallicF0Factor = 1;\r\n private _vMetallicReflectanceFactorsName: string;\r\n\r\n /**\r\n * Create a new ReflectionBlock\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(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"perturbedNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"baseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"metallic\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"ambientOcc\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"opacity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"ambientColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"reflection\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Input, ReflectionBlock, \"ReflectionBlock\")\r\n );\r\n this.registerInput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Input, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n this.registerInput(\r\n \"sheen\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Input, SheenBlock, \"SheenBlock\")\r\n );\r\n this.registerInput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Input, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n this.registerInput(\r\n \"anisotropy\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Input, AnisotropyBlock, \"AnisotropyBlock\")\r\n );\r\n this.registerInput(\r\n \"iridescence\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"iridescence\", this, NodeMaterialConnectionPointDirection.Input, IridescenceBlock, \"IridescenceBlock\")\r\n );\r\n\r\n this.registerOutput(\"ambientClr\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"diffuseDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"clearcoatDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"sheenDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"diffuseInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"clearcoatInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"sheenInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"refraction\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"lighting\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"alpha\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @editableInPropertyPage(\"Direct lights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the reflection for shiny ones.\r\n */\r\n @editableInPropertyPage(\"Environment lights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @editableInPropertyPage(\"Specular highlights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Defines the falloff type used in this material.\r\n * It by default is Physical.\r\n */\r\n @editableInPropertyPage(\"Light falloff\", PropertyTypeForEdition.List, \"LIGHTING & COLORS\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"Physical\", value: PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL },\r\n { label: \"GLTF\", value: PBRBaseMaterial.LIGHTFALLOFF_GLTF },\r\n { label: \"Standard\", value: PBRBaseMaterial.LIGHTFALLOFF_STANDARD },\r\n ],\r\n })\r\n public lightFalloff = 0;\r\n\r\n /**\r\n * Specifies that alpha test should be used\r\n */\r\n @editableInPropertyPage(\"Alpha Testing\", PropertyTypeForEdition.Boolean, \"OPACITY\")\r\n public useAlphaTest: boolean = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @editableInPropertyPage(\"Alpha CutOff\", PropertyTypeForEdition.Float, \"OPACITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public alphaTestCutoff: number = 0.5;\r\n\r\n /**\r\n * Specifies that alpha blending should be used\r\n */\r\n @editableInPropertyPage(\"Alpha blending\", PropertyTypeForEdition.Boolean, \"OPACITY\")\r\n public useAlphaBlending: boolean = false;\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @editableInPropertyPage(\"Radiance over alpha\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public useRadianceOverAlpha: boolean = true;\r\n\r\n /**\r\n * Specifies that the material will keeps the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @editableInPropertyPage(\"Specular over alpha\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public useSpecularOverAlpha: boolean = true;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @editableInPropertyPage(\"Specular anti-aliasing\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public enableSpecularAntiAliasing: boolean = false;\r\n\r\n /**\r\n * Enables realtime filtering on the texture.\r\n */\r\n @editableInPropertyPage(\"Realtime filtering\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public realTimeFiltering: boolean = false;\r\n\r\n /**\r\n * Quality switch for realtime filtering\r\n */\r\n @editableInPropertyPage(\"Realtime filtering quality\", PropertyTypeForEdition.List, \"RENDERING\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"Low\", value: Constants.TEXTURE_FILTERING_QUALITY_LOW },\r\n { label: \"Medium\", value: Constants.TEXTURE_FILTERING_QUALITY_MEDIUM },\r\n { label: \"High\", value: Constants.TEXTURE_FILTERING_QUALITY_HIGH },\r\n ],\r\n })\r\n public realTimeFilteringQuality = Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n\r\n /**\r\n * Defines if the material uses energy conservation.\r\n */\r\n @editableInPropertyPage(\"Energy Conservation\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useEnergyConservation: boolean = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @editableInPropertyPage(\"Radiance occlusion\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useRadianceOcclusion: boolean = true;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @editableInPropertyPage(\"Horizon occlusion\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useHorizonOcclusion: boolean = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @editableInPropertyPage(\"Unlit\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public unlit: boolean = false;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @editableInPropertyPage(\"Force normal forward\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public forceNormalForward: boolean = false;\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: PBRMetallicRoughnessBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n /**\r\n * Defines the material debug mode.\r\n * It helps seeing only some components of the material while troubleshooting.\r\n */\r\n @editableInPropertyPage(\"Debug mode\", PropertyTypeForEdition.List, \"DEBUG\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"None\", value: 0 },\r\n // Geometry\r\n { label: \"Normalized position\", value: 1 },\r\n { label: \"Normals\", value: 2 },\r\n { label: \"Tangents\", value: 3 },\r\n { label: \"Bitangents\", value: 4 },\r\n { label: \"Bump Normals\", value: 5 },\r\n //{ label: \"UV1\", value: 6 },\r\n //{ label: \"UV2\", value: 7 },\r\n { label: \"ClearCoat Normals\", value: 8 },\r\n { label: \"ClearCoat Tangents\", value: 9 },\r\n { label: \"ClearCoat Bitangents\", value: 10 },\r\n { label: \"Anisotropic Normals\", value: 11 },\r\n { label: \"Anisotropic Tangents\", value: 12 },\r\n { label: \"Anisotropic Bitangents\", value: 13 },\r\n // Maps\r\n //{ label: \"Emissive Map\", value: 23 },\r\n //{ label: \"Light Map\", value: 24 },\r\n // Env\r\n { label: \"Env Refraction\", value: 40 },\r\n { label: \"Env Reflection\", value: 41 },\r\n { label: \"Env Clear Coat\", value: 42 },\r\n // Lighting\r\n { label: \"Direct Diffuse\", value: 50 },\r\n { label: \"Direct Specular\", value: 51 },\r\n { label: \"Direct Clear Coat\", value: 52 },\r\n { label: \"Direct Sheen\", value: 53 },\r\n { label: \"Env Irradiance\", value: 54 },\r\n // Lighting Params\r\n { label: \"Surface Albedo\", value: 60 },\r\n { label: \"Reflectance 0\", value: 61 },\r\n { label: \"Metallic\", value: 62 },\r\n { label: \"Metallic F0\", value: 71 },\r\n { label: \"Roughness\", value: 63 },\r\n { label: \"AlphaG\", value: 64 },\r\n { label: \"NdotV\", value: 65 },\r\n { label: \"ClearCoat Color\", value: 66 },\r\n { label: \"ClearCoat Roughness\", value: 67 },\r\n { label: \"ClearCoat NdotV\", value: 68 },\r\n { label: \"Transmittance\", value: 69 },\r\n { label: \"Refraction Transmittance\", value: 70 },\r\n // Misc\r\n { label: \"SEO\", value: 80 },\r\n { label: \"EHO\", value: 81 },\r\n { label: \"Energy Factor\", value: 82 },\r\n { label: \"Specular Reflectance\", value: 83 },\r\n { label: \"Clear Coat Reflectance\", value: 84 },\r\n { label: \"Sheen Reflectance\", value: 85 },\r\n { label: \"Luminance Over Alpha\", value: 86 },\r\n { label: \"Alpha\", value: 87 },\r\n { label: \"Albedo color\", value: 88 },\r\n { label: \"Ambient occlusion color\", value: 89 },\r\n ],\r\n })\r\n public debugMode = 0;\r\n\r\n /**\r\n * Specify from where on screen the debug mode should start.\r\n * The value goes from -1 (full screen) to 1 (not visible)\r\n * It helps with side by side comparison against the final render\r\n * This defaults to 0\r\n */\r\n @editableInPropertyPage(\"Split position\", PropertyTypeForEdition.Float, \"DEBUG\", { min: -1, max: 1, notifiers: { update: true } })\r\n public debugLimit = 0;\r\n\r\n /**\r\n * As the default viewing range might not be enough (if the ambient is really small for instance)\r\n * You can use the factor to better multiply the final value.\r\n */\r\n @editableInPropertyPage(\"Output factor\", PropertyTypeForEdition.Float, \"DEBUG\", { min: 0, max: 5, notifiers: { update: true } })\r\n public debugFactor = 1;\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(\"vLightingIntensity\");\r\n\r\n state._excludeVariableName(\"geometricNormalW\");\r\n state._excludeVariableName(\"normalW\");\r\n state._excludeVariableName(\"faceNormal\");\r\n\r\n state._excludeVariableName(\"albedoOpacityOut\");\r\n state._excludeVariableName(\"surfaceAlbedo\");\r\n state._excludeVariableName(\"alpha\");\r\n\r\n state._excludeVariableName(\"aoOut\");\r\n\r\n state._excludeVariableName(\"baseColor\");\r\n state._excludeVariableName(\"reflectivityOut\");\r\n state._excludeVariableName(\"microSurface\");\r\n state._excludeVariableName(\"roughness\");\r\n\r\n state._excludeVariableName(\"NdotVUnclamped\");\r\n state._excludeVariableName(\"NdotV\");\r\n state._excludeVariableName(\"alphaG\");\r\n state._excludeVariableName(\"AARoughnessFactors\");\r\n state._excludeVariableName(\"environmentBrdf\");\r\n state._excludeVariableName(\"ambientMonochrome\");\r\n state._excludeVariableName(\"seo\");\r\n state._excludeVariableName(\"eho\");\r\n\r\n state._excludeVariableName(\"environmentRadiance\");\r\n state._excludeVariableName(\"irradianceVector\");\r\n state._excludeVariableName(\"environmentIrradiance\");\r\n\r\n state._excludeVariableName(\"diffuseBase\");\r\n state._excludeVariableName(\"specularBase\");\r\n state._excludeVariableName(\"preInfo\");\r\n state._excludeVariableName(\"info\");\r\n state._excludeVariableName(\"shadow\");\r\n\r\n state._excludeVariableName(\"finalDiffuse\");\r\n state._excludeVariableName(\"finalAmbient\");\r\n state._excludeVariableName(\"ambientOcclusionForDirectDiffuse\");\r\n\r\n state._excludeVariableName(\"finalColor\");\r\n\r\n state._excludeVariableName(\"vClipSpacePosition\");\r\n state._excludeVariableName(\"vDebugMode\");\r\n\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../../ShadersWGSL/pbr.vertex\"), import(\"../../../../ShadersWGSL/pbr.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../../Shaders/pbr.vertex\"), import(\"../../../../Shaders/pbr.fragment\")]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\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 \"PBRMetallicRoughnessBlock\";\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 world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the view matrix parameter\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the camera position input component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the perturbed normal input component\r\n */\r\n public get perturbedNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the base color input component\r\n */\r\n public get baseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the metallic input component\r\n */\r\n public get metallic(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\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[7];\r\n }\r\n\r\n /**\r\n * Gets the ambient occlusion input component\r\n */\r\n public get ambientOcc(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the opacity input component\r\n */\r\n public get opacity(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the index of refraction input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the ambient color input component\r\n */\r\n public get ambientColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[11];\r\n }\r\n\r\n /**\r\n * Gets the reflection object parameters\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._inputs[12];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object parameters\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._inputs[13];\r\n }\r\n\r\n /**\r\n * Gets the sheen object parameters\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._inputs[14];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object parameters\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._inputs[15];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object parameters\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._inputs[16];\r\n }\r\n\r\n /**\r\n * Gets the iridescence object parameters\r\n */\r\n public get iridescence(): NodeMaterialConnectionPoint {\r\n return this._inputs[17];\r\n }\r\n\r\n /**\r\n * Gets the ambient output component\r\n */\r\n public get ambientClr(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the clear coat output component\r\n */\r\n public get clearcoatDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the sheen output component\r\n */\r\n public get sheenDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the indirect diffuse output component\r\n */\r\n public get diffuseInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the indirect specular output component\r\n */\r\n public get specularInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the indirect clear coat output component\r\n */\r\n public get clearcoatInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the indirect sheen output component\r\n */\r\n public get sheenInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the refraction output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the global lighting output component\r\n */\r\n public get lighting(): NodeMaterialConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n /**\r\n * Gets the alpha output component\r\n */\r\n public get alpha(): NodeMaterialConnectionPoint {\r\n return this._outputs[12];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n\r\n if (!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 override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n // General\r\n defines.setValue(\"PBR\", true);\r\n defines.setValue(\"METALLICWORKFLOW\", true);\r\n defines.setValue(\"DEBUGMODE\", this.debugMode, true);\r\n defines.setValue(\"DEBUGMODE_FORCERETURN\", true);\r\n defines.setValue(\"NORMALXYSCALE\", true);\r\n defines.setValue(\"BUMP\", this.perturbedNormal.isConnected, true);\r\n defines.setValue(\"LODBASEDMICROSFURACE\", this._scene.getEngine().getCaps().textureLOD);\r\n\r\n // Albedo & Opacity\r\n defines.setValue(\"ALBEDO\", false, true);\r\n defines.setValue(\"OPACITY\", this.opacity.isConnected, true);\r\n\r\n // Ambient occlusion\r\n defines.setValue(\"AMBIENT\", true, true);\r\n defines.setValue(\"AMBIENTINGRAYSCALE\", false, true);\r\n\r\n // Reflectivity\r\n defines.setValue(\"REFLECTIVITY\", false, true);\r\n defines.setValue(\"AOSTOREINMETALMAPRED\", false, true);\r\n defines.setValue(\"METALLNESSSTOREINMETALMAPBLUE\", false, true);\r\n defines.setValue(\"ROUGHNESSSTOREINMETALMAPALPHA\", false, true);\r\n defines.setValue(\"ROUGHNESSSTOREINMETALMAPGREEN\", false, true);\r\n\r\n // Lighting & colors\r\n if (this.lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", false);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", false);\r\n } else if (this.lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", false);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", true);\r\n } else {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", true);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", false);\r\n }\r\n\r\n // Transparency\r\n const alphaTestCutOffString = this.alphaTestCutoff.toString();\r\n\r\n defines.setValue(\"ALPHABLEND\", this.useAlphaBlending, true);\r\n defines.setValue(\"ALPHAFROMALBEDO\", false, true);\r\n defines.setValue(\"ALPHATEST\", this.useAlphaTest, true);\r\n defines.setValue(\"ALPHATESTVALUE\", alphaTestCutOffString.indexOf(\".\") < 0 ? alphaTestCutOffString + \".\" : alphaTestCutOffString, true);\r\n defines.setValue(\"OPACITYRGB\", false, true);\r\n\r\n // Rendering\r\n defines.setValue(\"RADIANCEOVERALPHA\", this.useRadianceOverAlpha, true);\r\n defines.setValue(\"SPECULAROVERALPHA\", this.useSpecularOverAlpha, true);\r\n defines.setValue(\"SPECULARAA\", this._scene.getEngine().getCaps().standardDerivatives && this.enableSpecularAntiAliasing, true);\r\n defines.setValue(\"REALTIME_FILTERING\", this.realTimeFiltering, true);\r\n\r\n const scene = mesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n if (engine._features.needTypeSuffixInShaderConstants) {\r\n defines.setValue(\"NUM_SAMPLES\", this.realTimeFilteringQuality + \"u\", true);\r\n } else {\r\n defines.setValue(\"NUM_SAMPLES\", \"\" + this.realTimeFilteringQuality, true);\r\n }\r\n\r\n // Advanced\r\n defines.setValue(\"BRDF_V_HEIGHT_CORRELATED\", true);\r\n defines.setValue(\"MS_BRDF_ENERGY_CONSERVATION\", this.useEnergyConservation, true);\r\n defines.setValue(\"RADIANCEOCCLUSION\", this.useRadianceOcclusion, true);\r\n defines.setValue(\"HORIZONOCCLUSION\", this.useHorizonOcclusion, true);\r\n defines.setValue(\"UNLIT\", this.unlit, true);\r\n defines.setValue(\"FORCENORMALFORWARD\", this.forceNormalForward, true);\r\n\r\n if (this._environmentBRDFTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n defines.setValue(\"ENVIRONMENTBRDF\", true);\r\n defines.setValue(\"ENVIRONMENTBRDF_RGBD\", this._environmentBRDFTexture.isRGBD, true);\r\n } else {\r\n defines.setValue(\"ENVIRONMENTBRDF\", false);\r\n defines.setValue(\"ENVIRONMENTBRDF_RGBD\", false);\r\n }\r\n\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n if (!this.light) {\r\n // Lights\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n PrepareDefinesForMultiview(scene, defines);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (this._environmentBRDFTexture && !this._environmentBRDFTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\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 const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n\r\n effect.setTexture(this._environmentBrdfSamplerName, this._environmentBRDFTexture);\r\n\r\n effect.setFloat2(\"vDebugMode\", this.debugLimit, this.debugFactor);\r\n\r\n const ambientScene = this._scene.ambientColor;\r\n\r\n if (ambientScene) {\r\n effect.setColor3(\"ambientFromScene\", ambientScene);\r\n }\r\n\r\n const invertNormal = scene.useRightHandedSystem === (scene._mirroredCameraPosition != null);\r\n\r\n effect.setFloat(this._invertNormalName, invertNormal ? -1 : 1);\r\n\r\n effect.setFloat4(\"vLightingIntensity\", this.directIntensity, 1, this.environmentIntensity * this._scene.environmentIntensity, this.specularIntensity);\r\n\r\n // reflectivity bindings\r\n const outsideIOR = 1; // consider air as clear coat and other layers would remap in the shader.\r\n const ior = this.indexOfRefraction.connectInputBlock?.value ?? 1.5;\r\n\r\n // We are here deriving our default reflectance from a common value for none metallic surface.\r\n // Based of the schlick fresnel approximation model\r\n // for dielectrics.\r\n const f0 = Math.pow((ior - outsideIOR) / (ior + outsideIOR), 2);\r\n\r\n // Tweak the default F0 and F90 based on our given setup\r\n this._metallicReflectanceColor.scaleToRef(f0 * this._metallicF0Factor, TmpColors.Color3[0]);\r\n const metallicF90 = this._metallicF0Factor;\r\n\r\n effect.setColor4(this._vMetallicReflectanceFactorsName, TmpColors.Color3[0], metallicF90);\r\n\r\n if (nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const worldNormal = this.worldNormal;\r\n const comments = `//${this.name}`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (isWebGPU ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n const worldNormalVaryingName = \"v_\" + worldNormal.associatedVariableName;\r\n if (state._emitVaryingFromString(worldNormalVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (isWebGPU ? \"vertexOutputs.\" : \"\") + `${worldNormalVaryingName} = ${worldNormal.associatedVariableName};\\n`;\r\n }\r\n\r\n const reflectionBlock = this.reflection.isConnected ? (this.reflection.connectedPoint?.ownerBlock as ReflectionBlock) : null;\r\n\r\n if (reflectionBlock) {\r\n reflectionBlock.viewConnectionPoint = this.view;\r\n }\r\n\r\n state.compilationString += reflectionBlock?.handleVertexSide(state) ?? \"\";\r\n\r\n if (state._emitVaryingFromString(\"vClipSpacePosition\", NodeMaterialBlockConnectionPointTypes.Vector4, \"defined(IGNORE) || DEBUGMODE > 0\")) {\r\n state._injectAtEnd += `#if DEBUGMODE > 0\\n`;\r\n state._injectAtEnd += (isWebGPU ? \"vertexOutputs.\" : \"\") + `vClipSpacePosition = ${isWebGPU ? \"vertexOutputs.position\" : \"gl_Position\"};\\n`;\r\n state._injectAtEnd += `#endif\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _getAlbedoOpacityCode(state: NodeMaterialBuildState): string {\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n let code = isWebGPU ? \"var albedoOpacityOut: albedoOpacityOutParams;\\n\" : `albedoOpacityOutParams albedoOpacityOut;\\n`;\r\n\r\n const albedoColor = this.baseColor.isConnected ? this.baseColor.associatedVariableName : \"vec3(1.)\";\r\n const opacity = this.opacity.isConnected ? this.opacity.associatedVariableName : \"1.\";\r\n\r\n code += `albedoOpacityOut = albedoOpacityBlock(\r\n vec4${state.fSuffix}(${albedoColor}, 1.)\r\n #ifdef ALBEDO\r\n ,vec4${state.fSuffix}(1.)\r\n ,vec2${state.fSuffix}(1., 1.)\r\n #endif\r\n ,1. /* Base Weight */\r\n #ifdef OPACITY\r\n ,vec4${state.fSuffix}(${opacity})\r\n ,vec2${state.fSuffix}(1., 1.)\r\n #endif\r\n );\r\n\r\n ${state._declareLocalVar(\"surfaceAlbedo\", NodeMaterialBlockConnectionPointTypes.Vector3)} = albedoOpacityOut.surfaceAlbedo;\r\n ${state._declareLocalVar(\"alpha\", NodeMaterialBlockConnectionPointTypes.Float)} = albedoOpacityOut.alpha;\\n`;\r\n\r\n return code;\r\n }\r\n\r\n private _getAmbientOcclusionCode(state: NodeMaterialBuildState): string {\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n let code = isWebGPU ? \"var aoOut: ambientOcclusionOutParams;\\n\" : `ambientOcclusionOutParams aoOut;\\n`;\r\n\r\n const ao = this.ambientOcc.isConnected ? this.ambientOcc.associatedVariableName : \"1.\";\r\n\r\n code += `aoOut = ambientOcclusionBlock(\r\n #ifdef AMBIENT\r\n vec3${state.fSuffix}(${ao}),\r\n vec4${state.fSuffix}(0., 1.0, 1.0, 0.)\r\n #endif\r\n );\\n`;\r\n\r\n return code;\r\n }\r\n\r\n private _getReflectivityCode(state: NodeMaterialBuildState): string {\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n let code = isWebGPU ? \"var reflectivityOut: reflectivityOutParams;\\n\" : `reflectivityOutParams reflectivityOut;\\n`;\r\n const aoIntensity = \"1.\";\r\n\r\n this._vMetallicReflectanceFactorsName = state._getFreeVariableName(\"vMetallicReflectanceFactors\");\r\n state._emitUniformFromString(this._vMetallicReflectanceFactorsName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n code += `${state._declareLocalVar(\"baseColor\", NodeMaterialBlockConnectionPointTypes.Vector3)} = surfaceAlbedo;\r\n\r\n reflectivityOut = reflectivityBlock(\r\n vec4${state.fSuffix}(${this.metallic.associatedVariableName}, ${this.roughness.associatedVariableName}, 0., 0.)\r\n #ifdef METALLICWORKFLOW\r\n , surfaceAlbedo\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + this._vMetallicReflectanceFactorsName}\r\n #endif\r\n #ifdef REFLECTIVITY\r\n , vec3${state.fSuffix}(0., 0., ${aoIntensity})\r\n , vec4${state.fSuffix}(1.)\r\n #endif\r\n #if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\r\n , aoOut.ambientOcclusionColor\r\n #endif\r\n #ifdef MICROSURFACEMAP\r\n , microSurfaceTexel <== not handled!\r\n #endif\r\n );\r\n\r\n ${state._declareLocalVar(\"microSurface\", NodeMaterialBlockConnectionPointTypes.Float)} = reflectivityOut.microSurface;\r\n ${state._declareLocalVar(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float)} = reflectivityOut.roughness;\r\n\r\n #ifdef METALLICWORKFLOW\r\n surfaceAlbedo = reflectivityOut.surfaceAlbedo;\r\n #endif\r\n #if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\r\n aoOut.ambientOcclusionColor = reflectivityOut.ambientOcclusionColor;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._scene = state.sharedData.scene;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n if (!this._environmentBRDFTexture) {\r\n this._environmentBRDFTexture = GetEnvironmentBRDFTexture(this._scene);\r\n }\r\n\r\n const reflectionBlock = this.reflection.isConnected ? (this.reflection.connectedPoint?.ownerBlock as ReflectionBlock) : null;\r\n\r\n if (reflectionBlock) {\r\n // Need those variables to be setup when calling _injectVertexCode\r\n reflectionBlock.worldPositionConnectionPoint = this.worldPosition;\r\n reflectionBlock.cameraPositionConnectionPoint = this.cameraPosition;\r\n reflectionBlock.worldNormalConnectionPoint = this.worldNormal;\r\n reflectionBlock.viewConnectionPoint = this.view;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return this;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.blockingBlocks.push(this);\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n const normalShading = this.perturbedNormal;\r\n\r\n let worldPosVarName = this.worldPosition.associatedVariableName;\r\n let worldNormalVarName = this.worldNormal.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVarName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\r\n \"pbr_globalworldpos\",\r\n isWebGPU ? `var<private> ${worldPosVarName}:vec3${state.fSuffix};\\n` : `vec3${state.fSuffix} ${worldPosVarName};\\n`,\r\n comments\r\n );\r\n state.compilationString += `${worldPosVarName} = ${this.worldPosition.associatedVariableName}.xyz;\\n`;\r\n\r\n worldNormalVarName = state._getFreeVariableName(\"globalWorldNormal\");\r\n state._emitFunction(\r\n \"pbr_globalworldnorm\",\r\n isWebGPU ? `var<private> ${worldNormalVarName}:vec4${state.fSuffix};\\n` : `vec4${state.fSuffix} ${worldNormalVarName};\\n`,\r\n comments\r\n );\r\n state.compilationString += `${worldNormalVarName} = ${this.worldNormal.associatedVariableName};\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${this.worldPosition.associatedVariableName}` : undefined,\r\n });\r\n\r\n state.compilationString += `#if DEBUGMODE > 0\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"vClipSpacePosition\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}((vec2${state.fSuffix}(${isWebGPU ? \"fragmentInputs.position\" : \"gl_FragCoord.xy\"}) / vec2${state.fSuffix}(1.0)) * 2.0 - 1.0, 0.0, 1.0);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n } else {\r\n worldPosVarName = (isWebGPU ? \"input.\" : \"\") + \"v_\" + worldPosVarName;\r\n worldNormalVarName = (isWebGPU ? \"input.\" : \"\") + \"v_\" + worldNormalVarName;\r\n }\r\n\r\n this._environmentBrdfSamplerName = state._getFreeVariableName(\"environmentBrdfSampler\");\r\n\r\n state._emit2DSampler(this._environmentBrdfSamplerName);\r\n\r\n state.sharedData.hints.needAlphaBlending = state.sharedData.hints.needAlphaBlending || this.useAlphaBlending;\r\n state.sharedData.hints.needAlphaTesting = state.sharedData.hints.needAlphaTesting || this.useAlphaTest;\r\n\r\n state._emitExtension(\"lod\", \"#extension GL_EXT_shader_texture_lod : enable\", \"defined(LODBASEDMICROSFURACE)\");\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n state._emitUniformFromString(\"vDebugMode\", NodeMaterialBlockConnectionPointTypes.Vector2, \"defined(IGNORE) || DEBUGMODE > 0\");\r\n state._emitUniformFromString(\"ambientFromScene\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n // Image processing uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n //\r\n // Includes\r\n //\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"importanceSampling\", comments);\r\n state._emitFunctionFromInclude(\"pbrHelperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingSetupFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingFalloffFunctions\", comments);\r\n state._emitFunctionFromInclude(\"pbrBRDFFunctions\", comments, {\r\n replaceStrings: [{ search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" }],\r\n });\r\n state._emitFunctionFromInclude(\"hdrFilteringFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrIBLFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockAlbedoOpacity\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockReflectivity\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAmbientOcclusion\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAlphaFresnel\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAnisotropic\", comments);\r\n\r\n //\r\n // code\r\n //\r\n\r\n state._emitUniformFromString(\"vLightingIntensity\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (reflectionBlock?.generateOnlyFragmentCode) {\r\n state.compilationString += reflectionBlock.handleVertexSide(state);\r\n }\r\n\r\n // _____________________________ Geometry Information ____________________________\r\n this._vNormalWName = state._getFreeVariableName(\"vNormalW\");\r\n\r\n state.compilationString += `${state._declareLocalVar(this._vNormalWName, NodeMaterialBlockConnectionPointTypes.Vector4)} = normalize(${worldNormalVarName});\\n`;\r\n\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVarName}.xyz);\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(\"geometricNormalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this._vNormalWName}.xyz;\\n`;\r\n\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\n`;\r\n\r\n this._invertNormalName = state._getFreeVariableName(\"invertNormal\");\r\n\r\n state._emitUniformFromString(this._invertNormalName, NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockNormalFinal\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: worldPosVarName + \".xyz\" },\r\n { search: /vEyePosition.w/g, replace: this._invertNormalName },\r\n ],\r\n });\r\n\r\n // _____________________________ Albedo & Opacity ______________________________\r\n state.compilationString += this._getAlbedoOpacityCode(state);\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"depthPrePass\", comments);\r\n\r\n // _____________________________ AO _______________________________\r\n state.compilationString += this._getAmbientOcclusionCode(state);\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockLightmapInit\", comments);\r\n\r\n // _____________________________ UNLIT _______________________________\r\n state.compilationString += `#ifdef UNLIT\r\n ${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${state.fSuffix}(1., 1., 1.);\r\n #else\\n`;\r\n\r\n // _____________________________ Reflectivity _______________________________\r\n state.compilationString += this._getReflectivityCode(state);\r\n\r\n // _____________________________ Geometry info _________________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockGeometryInfo\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n ],\r\n });\r\n\r\n // _____________________________ Anisotropy _______________________________________\r\n const anisotropyBlock = this.anisotropy.isConnected ? (this.anisotropy.connectedPoint?.ownerBlock as AnisotropyBlock) : null;\r\n\r\n if (anisotropyBlock) {\r\n anisotropyBlock.worldPositionConnectionPoint = this.worldPosition;\r\n anisotropyBlock.worldNormalConnectionPoint = this.worldNormal;\r\n\r\n state.compilationString += anisotropyBlock.getCode(state, !this.perturbedNormal.isConnected);\r\n }\r\n\r\n // _____________________________ Reflection _______________________________________\r\n if (reflectionBlock && reflectionBlock.hasTexture) {\r\n state.compilationString += reflectionBlock.getCode(state, anisotropyBlock ? \"anisotropicOut.anisotropicNormal\" : \"normalW\");\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockReflection\", comments, {\r\n replaceStrings: [\r\n { search: /computeReflectionCoords/g, replace: \"computeReflectionCoordsPBR\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n { search: /vReflectionFilteringInfo/g, replace: reflectionBlock?._vReflectionFilteringInfoName ?? \"vReflectionFilteringInfo\" },\r\n ],\r\n });\r\n\r\n // ___________________ Compute Reflectance aka R0 F0 info _________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockReflectance0\", comments, {\r\n replaceStrings: [{ search: /metallicReflectanceFactors/g, replace: (isWebGPU ? \"uniforms.\" : \"\") + this._vMetallicReflectanceFactorsName }],\r\n });\r\n // ________________________________ Sheen ______________________________\r\n const sheenBlock = this.sheen.isConnected ? (this.sheen.connectedPoint?.ownerBlock as SheenBlock) : null;\r\n\r\n if (sheenBlock) {\r\n state.compilationString += sheenBlock.getCode(reflectionBlock, state);\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockSheen\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n ],\r\n });\r\n\r\n // _____________________________ Iridescence _______________________________\r\n const iridescenceBlock = this.iridescence.isConnected ? (this.iridescence.connectedPoint?.ownerBlock as IridescenceBlock) : null;\r\n state.compilationString += IridescenceBlock.GetCode(iridescenceBlock, state);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockIridescence\", comments, {\r\n replaceStrings: [],\r\n });\r\n\r\n // _____________________________ Clear Coat ____________________________\r\n const clearcoatBlock = this.clearcoat.isConnected ? (this.clearcoat.connectedPoint?.ownerBlock as ClearCoatBlock) : null;\r\n const generateTBNSpace = !this.perturbedNormal.isConnected && !this.anisotropy.isConnected;\r\n const isTangentConnectedToPerturbNormal =\r\n this.perturbedNormal.isConnected && (this.perturbedNormal.connectedPoint?.ownerBlock as PerturbNormalBlock).worldTangent?.isConnected;\r\n const isTangentConnectedToAnisotropy = this.anisotropy.isConnected && (this.anisotropy.connectedPoint?.ownerBlock as AnisotropyBlock).worldTangent.isConnected;\r\n let vTBNAvailable = isTangentConnectedToPerturbNormal || (!this.perturbedNormal.isConnected && isTangentConnectedToAnisotropy);\r\n\r\n state.compilationString += ClearCoatBlock.GetCode(state, clearcoatBlock, reflectionBlock, worldPosVarName, generateTBNSpace, vTBNAvailable, worldNormalVarName);\r\n\r\n if (generateTBNSpace) {\r\n vTBNAvailable = clearcoatBlock?.worldTangent.isConnected ?? false;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockClearcoat\", comments, {\r\n replaceStrings: [\r\n { search: /computeReflectionCoords/g, replace: \"computeReflectionCoordsPBR\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n { search: /defined\\(TANGENT\\)/g, replace: vTBNAvailable ? \"defined(TANGENT)\" : \"defined(IGNORE)\" },\r\n ],\r\n });\r\n\r\n // _________________________ Specular Environment Reflectance __________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockReflectance\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n ],\r\n });\r\n\r\n // ___________________________________ SubSurface ______________________________________\r\n const subsurfaceBlock = this.subsurface.isConnected ? (this.subsurface.connectedPoint?.ownerBlock as SubSurfaceBlock) : null;\r\n const refractionBlock = this.subsurface.isConnected\r\n ? ((this.subsurface.connectedPoint?.ownerBlock as SubSurfaceBlock).refraction.connectedPoint?.ownerBlock as RefractionBlock)\r\n : null;\r\n\r\n if (refractionBlock) {\r\n refractionBlock.viewConnectionPoint = this.view;\r\n refractionBlock.indexOfRefractionConnectionPoint = this.indexOfRefraction;\r\n }\r\n\r\n state.compilationString += SubSurfaceBlock.GetCode(state, subsurfaceBlock, reflectionBlock, worldPosVarName);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockSubSurface\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /SS_REFRACTIONMAP_3D/g, replace: refractionBlock?._define3DName ?? \"SS_REFRACTIONMAP_3D\" },\r\n { search: /SS_LODINREFRACTIONALPHA/g, replace: refractionBlock?._defineLODRefractionAlpha ?? \"SS_LODINREFRACTIONALPHA\" },\r\n { search: /SS_LINEARSPECULARREFRACTION/g, replace: refractionBlock?._defineLinearSpecularRefraction ?? \"SS_LINEARSPECULARREFRACTION\" },\r\n { search: /SS_REFRACTIONMAP_OPPOSITEZ/g, replace: refractionBlock?._defineOppositeZ ?? \"SS_REFRACTIONMAP_OPPOSITEZ\" },\r\n ],\r\n });\r\n\r\n // _____________________________ Direct Lighting Info __________________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockDirectLighting\", comments);\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: new RegExp(`${isWebGPU ? \"fragmentInputs.\" : \"\"}vPositionW`, \"g\"), replace: worldPosVarName + \".xyz\" },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `${isWebGPU ? \"fragmentInputs.\" : \"\"}vPositionW,${worldPosVarName}.xyz`,\r\n });\r\n }\r\n\r\n // _____________________________ Compute Final Lit Components ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalLitComponents\", comments);\r\n\r\n // _____________________________ UNLIT (2) ________________________\r\n state.compilationString += `#endif\\n`; // UNLIT\r\n\r\n // _____________________________ Compute Final Unlit Components ________________________\r\n const aoColor = this.ambientColor.isConnected ? this.ambientColor.associatedVariableName : `vec3${state.fSuffix}(0., 0., 0.)`;\r\n\r\n let aoDirectLightIntensity = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS.toString();\r\n\r\n if (aoDirectLightIntensity.indexOf(\".\") === -1) {\r\n aoDirectLightIntensity += \".\";\r\n }\r\n\r\n let replaceStrings = [\r\n { search: /vec3 finalEmissive[\\s\\S]*?finalEmissive\\*=vLightingIntensity\\.y;/g, replace: \"\" },\r\n { search: new RegExp(`${isWebGPU ? \"uniforms.\" : \"\"}vAmbientColor`, \"g\"), replace: aoColor + ` * ${isWebGPU ? \"uniforms.\" : \"\"}ambientFromScene` },\r\n { search: new RegExp(`${isWebGPU ? \"uniforms.\" : \"\"}vAmbientInfos.w`, \"g\"), replace: aoDirectLightIntensity },\r\n ];\r\n\r\n if (isWebGPU) {\r\n replaceStrings[0] = { search: /var finalEmissive[\\s\\S]*?finalEmissive\\*=uniforms.vLightingIntensity\\.y;/g, replace: \"\" };\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalUnlitComponents\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n // _____________________________ Output Final Color Composition ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalColorComposition\", comments, {\r\n replaceStrings: [{ search: /finalEmissive/g, replace: `vec3${state.fSuffix}(0.)` }],\r\n });\r\n\r\n // _____________________________ Apply image processing ________________________\r\n if (isWebGPU) {\r\n replaceStrings = [{ search: /mesh.visibility/g, replace: \"1.\" }];\r\n } else {\r\n replaceStrings = [{ search: /visibility/g, replace: \"1.\" }];\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockImageProcessing\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n // _____________________________ Generate debug code ________________________\r\n\r\n const colorOutput = isWebGPU ? \"fragmentOutputs.color\" : \"gl_FragColor\";\r\n replaceStrings = [\r\n { search: new RegExp(`${isWebGPU ? \"fragmentInputs.\" : \"\"}vNormalW`, \"g\"), replace: this._vNormalWName },\r\n { search: new RegExp(`${isWebGPU ? \"fragmentInputs.\" : \"\"}vPositionW`, \"g\"), replace: worldPosVarName },\r\n {\r\n search: /albedoTexture\\.rgb;/g,\r\n replace: `vec3${state.fSuffix}(1.);\\n${colorOutput}.rgb = toGammaSpace(${colorOutput}.rgb);\\n`,\r\n },\r\n ];\r\n state.compilationString += state._emitCodeFromInclude(\"pbrDebug\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n // _____________________________ Generate end points ________________________\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n const remap = mapOutputToVariable[output.name];\r\n if (remap) {\r\n const [varName, conditions] = remap;\r\n if (conditions) {\r\n state.compilationString += `#if ${conditions}\\n`;\r\n }\r\n state.compilationString += `${state._declareOutput(output)} = ${varName};\\n`;\r\n if (conditions) {\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(output)} = vec3${state.fSuffix}(0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n } else {\r\n Logger.Error(`There's no remapping for the ${output.name} end point! No code generated`);\r\n }\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.lightFalloff = ${this.lightFalloff};\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaTest = ${this.useAlphaTest};\\n`;\r\n codeString += `${this._codeVariableName}.alphaTestCutoff = ${this.alphaTestCutoff};\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaBlending = ${this.useAlphaBlending};\\n`;\r\n codeString += `${this._codeVariableName}.useRadianceOverAlpha = ${this.useRadianceOverAlpha};\\n`;\r\n codeString += `${this._codeVariableName}.useSpecularOverAlpha = ${this.useSpecularOverAlpha};\\n`;\r\n codeString += `${this._codeVariableName}.enableSpecularAntiAliasing = ${this.enableSpecularAntiAliasing};\\n`;\r\n codeString += `${this._codeVariableName}.realTimeFiltering = ${this.realTimeFiltering};\\n`;\r\n codeString += `${this._codeVariableName}.realTimeFilteringQuality = ${this.realTimeFilteringQuality};\\n`;\r\n codeString += `${this._codeVariableName}.useEnergyConservation = ${this.useEnergyConservation};\\n`;\r\n codeString += `${this._codeVariableName}.useRadianceOcclusion = ${this.useRadianceOcclusion};\\n`;\r\n codeString += `${this._codeVariableName}.useHorizonOcclusion = ${this.useHorizonOcclusion};\\n`;\r\n codeString += `${this._codeVariableName}.unlit = ${this.unlit};\\n`;\r\n codeString += `${this._codeVariableName}.forceNormalForward = ${this.forceNormalForward};\\n`;\r\n codeString += `${this._codeVariableName}.debugMode = ${this.debugMode};\\n`;\r\n codeString += `${this._codeVariableName}.debugLimit = ${this.debugLimit};\\n`;\r\n codeString += `${this._codeVariableName}.debugFactor = ${this.debugFactor};\\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 if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n serializationObject.lightFalloff = this.lightFalloff;\r\n serializationObject.useAlphaTest = this.useAlphaTest;\r\n serializationObject.alphaTestCutoff = this.alphaTestCutoff;\r\n serializationObject.useAlphaBlending = this.useAlphaBlending;\r\n serializationObject.useRadianceOverAlpha = this.useRadianceOverAlpha;\r\n serializationObject.useSpecularOverAlpha = this.useSpecularOverAlpha;\r\n serializationObject.enableSpecularAntiAliasing = this.enableSpecularAntiAliasing;\r\n serializationObject.realTimeFiltering = this.realTimeFiltering;\r\n serializationObject.realTimeFilteringQuality = this.realTimeFilteringQuality;\r\n serializationObject.useEnergyConservation = this.useEnergyConservation;\r\n serializationObject.useRadianceOcclusion = this.useRadianceOcclusion;\r\n serializationObject.useHorizonOcclusion = this.useHorizonOcclusion;\r\n serializationObject.unlit = this.unlit;\r\n serializationObject.forceNormalForward = this.forceNormalForward;\r\n serializationObject.debugMode = this.debugMode;\r\n serializationObject.debugLimit = this.debugLimit;\r\n serializationObject.debugFactor = this.debugFactor;\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\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 this.lightFalloff = serializationObject.lightFalloff ?? 0;\r\n this.useAlphaTest = serializationObject.useAlphaTest;\r\n this.alphaTestCutoff = serializationObject.alphaTestCutoff;\r\n this.useAlphaBlending = serializationObject.useAlphaBlending;\r\n this.useRadianceOverAlpha = serializationObject.useRadianceOverAlpha;\r\n this.useSpecularOverAlpha = serializationObject.useSpecularOverAlpha;\r\n this.enableSpecularAntiAliasing = serializationObject.enableSpecularAntiAliasing;\r\n this.realTimeFiltering = !!serializationObject.realTimeFiltering;\r\n this.realTimeFilteringQuality = serializationObject.realTimeFilteringQuality ?? Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n this.useEnergyConservation = serializationObject.useEnergyConservation;\r\n this.useRadianceOcclusion = serializationObject.useRadianceOcclusion;\r\n this.useHorizonOcclusion = serializationObject.useHorizonOcclusion;\r\n this.unlit = serializationObject.unlit;\r\n this.forceNormalForward = !!serializationObject.forceNormalForward;\r\n this.debugMode = serializationObject.debugMode;\r\n this.debugLimit = serializationObject.debugLimit;\r\n this.debugFactor = serializationObject.debugFactor;\r\n this.generateOnlyFragmentCode = !!serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMetallicRoughnessBlock\", PBRMetallicRoughnessBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { PBRBaseMaterial } from \"../../../PBR/pbrBaseMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { SheenBlock } from \"./sheenBlock\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { GetEnvironmentBRDFTexture } from \"../../../../Misc/brdfTextureTools\";\r\nimport { MaterialFlags } from \"../../../materialFlags\";\r\nimport { AnisotropyBlock } from \"./anisotropyBlock\";\r\nimport { ReflectionBlock } from \"./reflectionBlock\";\r\nimport { ClearCoatBlock } from \"./clearCoatBlock\";\r\nimport { IridescenceBlock } from \"./iridescenceBlock\";\r\nimport { SubSurfaceBlock } from \"./subSurfaceBlock\";\r\nimport type { RefractionBlock } from \"./refractionBlock\";\r\nimport type { PerturbNormalBlock } from \"../Fragment/perturbNormalBlock\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport { Color3, TmpColors } from \"../../../../Maths/math.color\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport {\r\n BindLight,\r\n BindLights,\r\n PrepareDefinesForLight,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMultiview,\r\n PrepareUniformsAndSamplersForLight,\r\n} from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nconst mapOutputToVariable: { [name: string]: [string, string] } = {\r\n ambientClr: [\"finalAmbient\", \"\"],\r\n diffuseDir: [\"finalDiffuse\", \"\"],\r\n specularDir: [\"finalSpecularScaled\", \"!defined(UNLIT) && defined(SPECULARTERM)\"],\r\n clearcoatDir: [\"finalClearCoatScaled\", \"!defined(UNLIT) && defined(CLEARCOAT)\"],\r\n sheenDir: [\"finalSheenScaled\", \"!defined(UNLIT) && defined(SHEEN)\"],\r\n diffuseInd: [\"finalIrradiance\", \"!defined(UNLIT) && defined(REFLECTION)\"],\r\n specularInd: [\"finalRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION)\"],\r\n clearcoatInd: [\"clearcoatOut.finalClearCoatRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION) && defined(CLEARCOAT)\"],\r\n sheenInd: [\"sheenOut.finalSheenRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION) && defined(SHEEN) && defined(ENVIRONMENTBRDF)\"],\r\n refraction: [\"subSurfaceOut.finalRefraction\", \"!defined(UNLIT) && defined(SS_REFRACTION)\"],\r\n lighting: [\"finalColor.rgb\", \"\"],\r\n shadow: [\"aggShadow\", \"\"],\r\n alpha: [\"alpha\", \"\"],\r\n};\r\n\r\n/**\r\n * Block used to implement the PBR metallic/roughness model\r\n * @see https://playground.babylonjs.com/#D8AK3Z#80\r\n */\r\nexport class PBRMetallicRoughnessBlock extends NodeMaterialBlock {\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 private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as PBRMetallicRoughnessBlock;\r\n\r\n if (that.worldPosition.isConnected || that.worldNormal.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition and worldNormal inputs must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n this.getInputByName(\"worldNormal\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n private _lightId: number;\r\n private _scene: Scene;\r\n private _environmentBRDFTexture: Nullable<BaseTexture> = null;\r\n private _environmentBrdfSamplerName: string;\r\n private _vNormalWName: string;\r\n private _invertNormalName: string;\r\n private _metallicReflectanceColor: Color3 = Color3.White();\r\n private _metallicF0Factor = 1;\r\n private _vMetallicReflectanceFactorsName: string;\r\n\r\n /**\r\n * Create a new ReflectionBlock\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(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"perturbedNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"baseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"metallic\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"ambientOcc\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"opacity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"ambientColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"reflection\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Input, ReflectionBlock, \"ReflectionBlock\")\r\n );\r\n this.registerInput(\r\n \"clearcoat\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Input, ClearCoatBlock, \"ClearCoatBlock\")\r\n );\r\n this.registerInput(\r\n \"sheen\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Input, SheenBlock, \"SheenBlock\")\r\n );\r\n this.registerInput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Input, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n this.registerInput(\r\n \"anisotropy\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Input, AnisotropyBlock, \"AnisotropyBlock\")\r\n );\r\n this.registerInput(\r\n \"iridescence\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"iridescence\", this, NodeMaterialConnectionPointDirection.Input, IridescenceBlock, \"IridescenceBlock\")\r\n );\r\n\r\n this.registerOutput(\"ambientClr\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"diffuseDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"clearcoatDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"sheenDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"diffuseInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"clearcoatInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"sheenInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"refraction\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"lighting\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"alpha\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @editableInPropertyPage(\"Direct lights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the reflection for shiny ones.\r\n */\r\n @editableInPropertyPage(\"Environment lights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @editableInPropertyPage(\"Specular highlights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Defines the falloff type used in this material.\r\n * It by default is Physical.\r\n */\r\n @editableInPropertyPage(\"Light falloff\", PropertyTypeForEdition.List, \"LIGHTING & COLORS\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"Physical\", value: PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL },\r\n { label: \"GLTF\", value: PBRBaseMaterial.LIGHTFALLOFF_GLTF },\r\n { label: \"Standard\", value: PBRBaseMaterial.LIGHTFALLOFF_STANDARD },\r\n ],\r\n })\r\n public lightFalloff = 0;\r\n\r\n /**\r\n * Specifies that alpha test should be used\r\n */\r\n @editableInPropertyPage(\"Alpha Testing\", PropertyTypeForEdition.Boolean, \"OPACITY\")\r\n public useAlphaTest: boolean = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @editableInPropertyPage(\"Alpha CutOff\", PropertyTypeForEdition.Float, \"OPACITY\", { min: 0, max: 1, notifiers: { update: true } })\r\n public alphaTestCutoff: number = 0.5;\r\n\r\n /**\r\n * Specifies that alpha blending should be used\r\n */\r\n @editableInPropertyPage(\"Alpha blending\", PropertyTypeForEdition.Boolean, \"OPACITY\")\r\n public useAlphaBlending: boolean = false;\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @editableInPropertyPage(\"Radiance over alpha\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public useRadianceOverAlpha: boolean = true;\r\n\r\n /**\r\n * Specifies that the material will keeps the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @editableInPropertyPage(\"Specular over alpha\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public useSpecularOverAlpha: boolean = true;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @editableInPropertyPage(\"Specular anti-aliasing\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public enableSpecularAntiAliasing: boolean = false;\r\n\r\n /**\r\n * Enables realtime filtering on the texture.\r\n */\r\n @editableInPropertyPage(\"Realtime filtering\", PropertyTypeForEdition.Boolean, \"RENDERING\", { notifiers: { update: true } })\r\n public realTimeFiltering: boolean = false;\r\n\r\n /**\r\n * Quality switch for realtime filtering\r\n */\r\n @editableInPropertyPage(\"Realtime filtering quality\", PropertyTypeForEdition.List, \"RENDERING\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"Low\", value: Constants.TEXTURE_FILTERING_QUALITY_LOW },\r\n { label: \"Medium\", value: Constants.TEXTURE_FILTERING_QUALITY_MEDIUM },\r\n { label: \"High\", value: Constants.TEXTURE_FILTERING_QUALITY_HIGH },\r\n ],\r\n })\r\n public realTimeFilteringQuality = Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n\r\n /**\r\n * Defines if the material uses energy conservation.\r\n */\r\n @editableInPropertyPage(\"Energy Conservation\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useEnergyConservation: boolean = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @editableInPropertyPage(\"Radiance occlusion\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useRadianceOcclusion: boolean = true;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @editableInPropertyPage(\"Horizon occlusion\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useHorizonOcclusion: boolean = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @editableInPropertyPage(\"Unlit\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public unlit: boolean = false;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @editableInPropertyPage(\"Force normal forward\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public forceNormalForward: boolean = false;\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: PBRMetallicRoughnessBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n /**\r\n * Defines the material debug mode.\r\n * It helps seeing only some components of the material while troubleshooting.\r\n */\r\n @editableInPropertyPage(\"Debug mode\", PropertyTypeForEdition.List, \"DEBUG\", {\r\n notifiers: { update: true },\r\n options: [\r\n { label: \"None\", value: 0 },\r\n // Geometry\r\n { label: \"Normalized position\", value: 1 },\r\n { label: \"Normals\", value: 2 },\r\n { label: \"Tangents\", value: 3 },\r\n { label: \"Bitangents\", value: 4 },\r\n { label: \"Bump Normals\", value: 5 },\r\n //{ label: \"UV1\", value: 6 },\r\n //{ label: \"UV2\", value: 7 },\r\n { label: \"ClearCoat Normals\", value: 8 },\r\n { label: \"ClearCoat Tangents\", value: 9 },\r\n { label: \"ClearCoat Bitangents\", value: 10 },\r\n { label: \"Anisotropic Normals\", value: 11 },\r\n { label: \"Anisotropic Tangents\", value: 12 },\r\n { label: \"Anisotropic Bitangents\", value: 13 },\r\n // Maps\r\n //{ label: \"Emissive Map\", value: 23 },\r\n //{ label: \"Light Map\", value: 24 },\r\n // Env\r\n { label: \"Env Refraction\", value: 40 },\r\n { label: \"Env Reflection\", value: 41 },\r\n { label: \"Env Clear Coat\", value: 42 },\r\n // Lighting\r\n { label: \"Direct Diffuse\", value: 50 },\r\n { label: \"Direct Specular\", value: 51 },\r\n { label: \"Direct Clear Coat\", value: 52 },\r\n { label: \"Direct Sheen\", value: 53 },\r\n { label: \"Env Irradiance\", value: 54 },\r\n // Lighting Params\r\n { label: \"Surface Albedo\", value: 60 },\r\n { label: \"Reflectance 0\", value: 61 },\r\n { label: \"Metallic\", value: 62 },\r\n { label: \"Metallic F0\", value: 71 },\r\n { label: \"Roughness\", value: 63 },\r\n { label: \"AlphaG\", value: 64 },\r\n { label: \"NdotV\", value: 65 },\r\n { label: \"ClearCoat Color\", value: 66 },\r\n { label: \"ClearCoat Roughness\", value: 67 },\r\n { label: \"ClearCoat NdotV\", value: 68 },\r\n { label: \"Transmittance\", value: 69 },\r\n { label: \"Refraction Transmittance\", value: 70 },\r\n // Misc\r\n { label: \"SEO\", value: 80 },\r\n { label: \"EHO\", value: 81 },\r\n { label: \"Energy Factor\", value: 82 },\r\n { label: \"Specular Reflectance\", value: 83 },\r\n { label: \"Clear Coat Reflectance\", value: 84 },\r\n { label: \"Sheen Reflectance\", value: 85 },\r\n { label: \"Luminance Over Alpha\", value: 86 },\r\n { label: \"Alpha\", value: 87 },\r\n { label: \"Albedo color\", value: 88 },\r\n { label: \"Ambient occlusion color\", value: 89 },\r\n ],\r\n })\r\n public debugMode = 0;\r\n\r\n /**\r\n * Specify from where on screen the debug mode should start.\r\n * The value goes from -1 (full screen) to 1 (not visible)\r\n * It helps with side by side comparison against the final render\r\n * This defaults to 0\r\n */\r\n @editableInPropertyPage(\"Split position\", PropertyTypeForEdition.Float, \"DEBUG\", { min: -1, max: 1, notifiers: { update: true } })\r\n public debugLimit = 0;\r\n\r\n /**\r\n * As the default viewing range might not be enough (if the ambient is really small for instance)\r\n * You can use the factor to better multiply the final value.\r\n */\r\n @editableInPropertyPage(\"Output factor\", PropertyTypeForEdition.Float, \"DEBUG\", { min: 0, max: 5, notifiers: { update: true } })\r\n public debugFactor = 1;\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(\"vLightingIntensity\");\r\n\r\n state._excludeVariableName(\"geometricNormalW\");\r\n state._excludeVariableName(\"normalW\");\r\n state._excludeVariableName(\"faceNormal\");\r\n\r\n state._excludeVariableName(\"albedoOpacityOut\");\r\n state._excludeVariableName(\"surfaceAlbedo\");\r\n state._excludeVariableName(\"alpha\");\r\n\r\n state._excludeVariableName(\"aoOut\");\r\n\r\n state._excludeVariableName(\"baseColor\");\r\n state._excludeVariableName(\"reflectivityOut\");\r\n state._excludeVariableName(\"microSurface\");\r\n state._excludeVariableName(\"roughness\");\r\n\r\n state._excludeVariableName(\"NdotVUnclamped\");\r\n state._excludeVariableName(\"NdotV\");\r\n state._excludeVariableName(\"alphaG\");\r\n state._excludeVariableName(\"AARoughnessFactors\");\r\n state._excludeVariableName(\"environmentBrdf\");\r\n state._excludeVariableName(\"ambientMonochrome\");\r\n state._excludeVariableName(\"seo\");\r\n state._excludeVariableName(\"eho\");\r\n\r\n state._excludeVariableName(\"environmentRadiance\");\r\n state._excludeVariableName(\"irradianceVector\");\r\n state._excludeVariableName(\"environmentIrradiance\");\r\n\r\n state._excludeVariableName(\"diffuseBase\");\r\n state._excludeVariableName(\"specularBase\");\r\n state._excludeVariableName(\"preInfo\");\r\n state._excludeVariableName(\"info\");\r\n state._excludeVariableName(\"shadow\");\r\n\r\n state._excludeVariableName(\"finalDiffuse\");\r\n state._excludeVariableName(\"finalAmbient\");\r\n state._excludeVariableName(\"ambientOcclusionForDirectDiffuse\");\r\n\r\n state._excludeVariableName(\"finalColor\");\r\n\r\n state._excludeVariableName(\"vClipSpacePosition\");\r\n state._excludeVariableName(\"vDebugMode\");\r\n\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../../ShadersWGSL/pbr.vertex\"), import(\"../../../../ShadersWGSL/pbr.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../../Shaders/pbr.vertex\"), import(\"../../../../Shaders/pbr.fragment\")]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\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 \"PBRMetallicRoughnessBlock\";\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 world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the view matrix parameter\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the camera position input component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the perturbed normal input component\r\n */\r\n public get perturbedNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the base color input component\r\n */\r\n public get baseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the metallic input component\r\n */\r\n public get metallic(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\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[7];\r\n }\r\n\r\n /**\r\n * Gets the ambient occlusion input component\r\n */\r\n public get ambientOcc(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the opacity input component\r\n */\r\n public get opacity(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the index of refraction input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the ambient color input component\r\n */\r\n public get ambientColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[11];\r\n }\r\n\r\n /**\r\n * Gets the reflection object parameters\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._inputs[12];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object parameters\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._inputs[13];\r\n }\r\n\r\n /**\r\n * Gets the sheen object parameters\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._inputs[14];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object parameters\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._inputs[15];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object parameters\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._inputs[16];\r\n }\r\n\r\n /**\r\n * Gets the iridescence object parameters\r\n */\r\n public get iridescence(): NodeMaterialConnectionPoint {\r\n return this._inputs[17];\r\n }\r\n\r\n /**\r\n * Gets the ambient output component\r\n */\r\n public get ambientClr(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the clear coat output component\r\n */\r\n public get clearcoatDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the sheen output component\r\n */\r\n public get sheenDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the indirect diffuse output component\r\n */\r\n public get diffuseInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the indirect specular output component\r\n */\r\n public get specularInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the indirect clear coat output component\r\n */\r\n public get clearcoatInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the indirect sheen output component\r\n */\r\n public get sheenInd(): NodeMaterialConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the refraction output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the global lighting output component\r\n */\r\n public get lighting(): NodeMaterialConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n /**\r\n * Gets the alpha output component\r\n */\r\n public get alpha(): NodeMaterialConnectionPoint {\r\n return this._outputs[12];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n\r\n if (!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 override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n // General\r\n defines.setValue(\"PBR\", true);\r\n defines.setValue(\"METALLICWORKFLOW\", true);\r\n defines.setValue(\"DEBUGMODE\", this.debugMode, true);\r\n defines.setValue(\"DEBUGMODE_FORCERETURN\", true);\r\n defines.setValue(\"NORMALXYSCALE\", true);\r\n defines.setValue(\"BUMP\", this.perturbedNormal.isConnected, true);\r\n defines.setValue(\"LODBASEDMICROSFURACE\", this._scene.getEngine().getCaps().textureLOD);\r\n\r\n // Albedo & Opacity\r\n defines.setValue(\"ALBEDO\", false, true);\r\n defines.setValue(\"OPACITY\", this.opacity.isConnected, true);\r\n\r\n // Ambient occlusion\r\n defines.setValue(\"AMBIENT\", true, true);\r\n defines.setValue(\"AMBIENTINGRAYSCALE\", false, true);\r\n\r\n // Reflectivity\r\n defines.setValue(\"REFLECTIVITY\", false, true);\r\n defines.setValue(\"AOSTOREINMETALMAPRED\", false, true);\r\n defines.setValue(\"METALLNESSSTOREINMETALMAPBLUE\", false, true);\r\n defines.setValue(\"ROUGHNESSSTOREINMETALMAPALPHA\", false, true);\r\n defines.setValue(\"ROUGHNESSSTOREINMETALMAPGREEN\", false, true);\r\n\r\n // Lighting & colors\r\n if (this.lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", false);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", false);\r\n } else if (this.lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", false);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", true);\r\n } else {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", true);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", false);\r\n }\r\n\r\n // Transparency\r\n const alphaTestCutOffString = this.alphaTestCutoff.toString();\r\n\r\n defines.setValue(\"ALPHABLEND\", this.useAlphaBlending, true);\r\n defines.setValue(\"ALPHAFROMALBEDO\", false, true);\r\n defines.setValue(\"ALPHATEST\", this.useAlphaTest, true);\r\n defines.setValue(\"ALPHATESTVALUE\", alphaTestCutOffString.indexOf(\".\") < 0 ? alphaTestCutOffString + \".\" : alphaTestCutOffString, true);\r\n defines.setValue(\"OPACITYRGB\", false, true);\r\n\r\n // Rendering\r\n defines.setValue(\"RADIANCEOVERALPHA\", this.useRadianceOverAlpha, true);\r\n defines.setValue(\"SPECULAROVERALPHA\", this.useSpecularOverAlpha, true);\r\n defines.setValue(\"SPECULARAA\", this._scene.getEngine().getCaps().standardDerivatives && this.enableSpecularAntiAliasing, true);\r\n defines.setValue(\"REALTIME_FILTERING\", this.realTimeFiltering, true);\r\n\r\n const scene = mesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n if (engine._features.needTypeSuffixInShaderConstants) {\r\n defines.setValue(\"NUM_SAMPLES\", this.realTimeFilteringQuality + \"u\", true);\r\n } else {\r\n defines.setValue(\"NUM_SAMPLES\", \"\" + this.realTimeFilteringQuality, true);\r\n }\r\n\r\n // Advanced\r\n defines.setValue(\"BRDF_V_HEIGHT_CORRELATED\", true);\r\n defines.setValue(\"MS_BRDF_ENERGY_CONSERVATION\", this.useEnergyConservation, true);\r\n defines.setValue(\"RADIANCEOCCLUSION\", this.useRadianceOcclusion, true);\r\n defines.setValue(\"HORIZONOCCLUSION\", this.useHorizonOcclusion, true);\r\n defines.setValue(\"UNLIT\", this.unlit, true);\r\n defines.setValue(\"FORCENORMALFORWARD\", this.forceNormalForward, true);\r\n\r\n if (this._environmentBRDFTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n defines.setValue(\"ENVIRONMENTBRDF\", true);\r\n defines.setValue(\"ENVIRONMENTBRDF_RGBD\", this._environmentBRDFTexture.isRGBD, true);\r\n } else {\r\n defines.setValue(\"ENVIRONMENTBRDF\", false);\r\n defines.setValue(\"ENVIRONMENTBRDF_RGBD\", false);\r\n }\r\n\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n if (!this.light) {\r\n // Lights\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n PrepareDefinesForMultiview(scene, defines);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (this._environmentBRDFTexture && !this._environmentBRDFTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\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 const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n\r\n effect.setTexture(this._environmentBrdfSamplerName, this._environmentBRDFTexture);\r\n\r\n effect.setFloat2(\"vDebugMode\", this.debugLimit, this.debugFactor);\r\n\r\n const ambientScene = this._scene.ambientColor;\r\n\r\n if (ambientScene) {\r\n effect.setColor3(\"ambientFromScene\", ambientScene);\r\n }\r\n\r\n const invertNormal = scene.useRightHandedSystem === (scene._mirroredCameraPosition != null);\r\n\r\n effect.setFloat(this._invertNormalName, invertNormal ? -1 : 1);\r\n\r\n effect.setFloat4(\"vLightingIntensity\", this.directIntensity, 1, this.environmentIntensity * this._scene.environmentIntensity, this.specularIntensity);\r\n\r\n // reflectivity bindings\r\n const outsideIOR = 1; // consider air as clear coat and other layers would remap in the shader.\r\n const ior = this.indexOfRefraction.connectInputBlock?.value ?? 1.5;\r\n\r\n // We are here deriving our default reflectance from a common value for none metallic surface.\r\n // Based of the schlick fresnel approximation model\r\n // for dielectrics.\r\n const f0 = Math.pow((ior - outsideIOR) / (ior + outsideIOR), 2);\r\n\r\n // Tweak the default F0 and F90 based on our given setup\r\n this._metallicReflectanceColor.scaleToRef(f0 * this._metallicF0Factor, TmpColors.Color3[0]);\r\n const metallicF90 = this._metallicF0Factor;\r\n\r\n effect.setColor4(this._vMetallicReflectanceFactorsName, TmpColors.Color3[0], metallicF90);\r\n\r\n if (nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const worldNormal = this.worldNormal;\r\n const comments = `//${this.name}`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (isWebGPU ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n const worldNormalVaryingName = \"v_\" + worldNormal.associatedVariableName;\r\n if (state._emitVaryingFromString(worldNormalVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (isWebGPU ? \"vertexOutputs.\" : \"\") + `${worldNormalVaryingName} = ${worldNormal.associatedVariableName};\\n`;\r\n }\r\n\r\n const reflectionBlock = this.reflection.isConnected ? (this.reflection.connectedPoint?.ownerBlock as ReflectionBlock) : null;\r\n\r\n if (reflectionBlock) {\r\n reflectionBlock.viewConnectionPoint = this.view;\r\n }\r\n\r\n state.compilationString += reflectionBlock?.handleVertexSide(state) ?? \"\";\r\n\r\n if (state._emitVaryingFromString(\"vClipSpacePosition\", NodeMaterialBlockConnectionPointTypes.Vector4, \"defined(IGNORE) || DEBUGMODE > 0\")) {\r\n state._injectAtEnd += `#if DEBUGMODE > 0\\n`;\r\n state._injectAtEnd += (isWebGPU ? \"vertexOutputs.\" : \"\") + `vClipSpacePosition = ${isWebGPU ? \"vertexOutputs.position\" : \"gl_Position\"};\\n`;\r\n state._injectAtEnd += `#endif\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _getAlbedoOpacityCode(state: NodeMaterialBuildState): string {\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n let code = isWebGPU ? \"var albedoOpacityOut: albedoOpacityOutParams;\\n\" : `albedoOpacityOutParams albedoOpacityOut;\\n`;\r\n\r\n const albedoColor = this.baseColor.isConnected ? this.baseColor.associatedVariableName : \"vec3(1.)\";\r\n const opacity = this.opacity.isConnected ? this.opacity.associatedVariableName : \"1.\";\r\n\r\n code += `albedoOpacityOut = albedoOpacityBlock(\r\n vec4${state.fSuffix}(${albedoColor}, 1.)\r\n #ifdef ALBEDO\r\n ,vec4${state.fSuffix}(1.)\r\n ,vec2${state.fSuffix}(1., 1.)\r\n #endif\r\n ,1. /* Base Weight */\r\n #ifdef OPACITY\r\n ,vec4${state.fSuffix}(${opacity})\r\n ,vec2${state.fSuffix}(1., 1.)\r\n #endif\r\n );\r\n\r\n ${state._declareLocalVar(\"surfaceAlbedo\", NodeMaterialBlockConnectionPointTypes.Vector3)} = albedoOpacityOut.surfaceAlbedo;\r\n ${state._declareLocalVar(\"alpha\", NodeMaterialBlockConnectionPointTypes.Float)} = albedoOpacityOut.alpha;\\n`;\r\n\r\n return code;\r\n }\r\n\r\n private _getAmbientOcclusionCode(state: NodeMaterialBuildState): string {\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n let code = isWebGPU ? \"var aoOut: ambientOcclusionOutParams;\\n\" : `ambientOcclusionOutParams aoOut;\\n`;\r\n\r\n const ao = this.ambientOcc.isConnected ? this.ambientOcc.associatedVariableName : \"1.\";\r\n\r\n code += `aoOut = ambientOcclusionBlock(\r\n #ifdef AMBIENT\r\n vec3${state.fSuffix}(${ao}),\r\n vec4${state.fSuffix}(0., 1.0, 1.0, 0.)\r\n #endif\r\n );\\n`;\r\n\r\n return code;\r\n }\r\n\r\n private _getReflectivityCode(state: NodeMaterialBuildState): string {\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n let code = isWebGPU ? \"var reflectivityOut: reflectivityOutParams;\\n\" : `reflectivityOutParams reflectivityOut;\\n`;\r\n const aoIntensity = \"1.\";\r\n\r\n this._vMetallicReflectanceFactorsName = state._getFreeVariableName(\"vMetallicReflectanceFactors\");\r\n state._emitUniformFromString(this._vMetallicReflectanceFactorsName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n code += `${state._declareLocalVar(\"baseColor\", NodeMaterialBlockConnectionPointTypes.Vector3)} = surfaceAlbedo;\r\n\r\n reflectivityOut = reflectivityBlock(\r\n vec4${state.fSuffix}(${this.metallic.associatedVariableName}, ${this.roughness.associatedVariableName}, 0., 0.)\r\n #ifdef METALLICWORKFLOW\r\n , surfaceAlbedo\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + this._vMetallicReflectanceFactorsName}\r\n #endif\r\n #ifdef REFLECTIVITY\r\n , vec3${state.fSuffix}(0., 0., ${aoIntensity})\r\n , vec4${state.fSuffix}(1.)\r\n #endif\r\n #if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\r\n , aoOut.ambientOcclusionColor\r\n #endif\r\n #ifdef MICROSURFACEMAP\r\n , microSurfaceTexel <== not handled!\r\n #endif\r\n );\r\n\r\n ${state._declareLocalVar(\"microSurface\", NodeMaterialBlockConnectionPointTypes.Float)} = reflectivityOut.microSurface;\r\n ${state._declareLocalVar(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float)} = reflectivityOut.roughness;\r\n\r\n #ifdef METALLICWORKFLOW\r\n surfaceAlbedo = reflectivityOut.surfaceAlbedo;\r\n #endif\r\n #if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\r\n aoOut.ambientOcclusionColor = reflectivityOut.ambientOcclusionColor;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._scene = state.sharedData.scene;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n if (!this._environmentBRDFTexture) {\r\n this._environmentBRDFTexture = GetEnvironmentBRDFTexture(this._scene);\r\n }\r\n\r\n const reflectionBlock = this.reflection.isConnected ? (this.reflection.connectedPoint?.ownerBlock as ReflectionBlock) : null;\r\n\r\n if (reflectionBlock) {\r\n // Need those variables to be setup when calling _injectVertexCode\r\n reflectionBlock.worldPositionConnectionPoint = this.worldPosition;\r\n reflectionBlock.cameraPositionConnectionPoint = this.cameraPosition;\r\n reflectionBlock.worldNormalConnectionPoint = this.worldNormal;\r\n reflectionBlock.viewConnectionPoint = this.view;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return this;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.blockingBlocks.push(this);\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n const normalShading = this.perturbedNormal;\r\n\r\n let worldPosVarName = this.worldPosition.associatedVariableName;\r\n let worldNormalVarName = this.worldNormal.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVarName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\r\n \"pbr_globalworldpos\",\r\n isWebGPU ? `var<private> ${worldPosVarName}:vec3${state.fSuffix};\\n` : `vec3${state.fSuffix} ${worldPosVarName};\\n`,\r\n comments\r\n );\r\n state.compilationString += `${worldPosVarName} = ${this.worldPosition.associatedVariableName}.xyz;\\n`;\r\n\r\n worldNormalVarName = state._getFreeVariableName(\"globalWorldNormal\");\r\n state._emitFunction(\r\n \"pbr_globalworldnorm\",\r\n isWebGPU ? `var<private> ${worldNormalVarName}:vec4${state.fSuffix};\\n` : `vec4${state.fSuffix} ${worldNormalVarName};\\n`,\r\n comments\r\n );\r\n state.compilationString += `${worldNormalVarName} = ${this.worldNormal.associatedVariableName};\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${this.worldPosition.associatedVariableName}` : undefined,\r\n });\r\n\r\n state.compilationString += `#if DEBUGMODE > 0\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"vClipSpacePosition\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}((vec2${state.fSuffix}(${isWebGPU ? \"fragmentInputs.position\" : \"gl_FragCoord.xy\"}) / vec2${state.fSuffix}(1.0)) * 2.0 - 1.0, 0.0, 1.0);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n } else {\r\n worldPosVarName = (isWebGPU ? \"input.\" : \"\") + \"v_\" + worldPosVarName;\r\n worldNormalVarName = (isWebGPU ? \"input.\" : \"\") + \"v_\" + worldNormalVarName;\r\n }\r\n\r\n this._environmentBrdfSamplerName = state._getFreeVariableName(\"environmentBrdfSampler\");\r\n\r\n state._emit2DSampler(this._environmentBrdfSamplerName);\r\n\r\n state.sharedData.hints.needAlphaBlending = state.sharedData.hints.needAlphaBlending || this.useAlphaBlending;\r\n state.sharedData.hints.needAlphaTesting = state.sharedData.hints.needAlphaTesting || this.useAlphaTest;\r\n\r\n state._emitExtension(\"lod\", \"#extension GL_EXT_shader_texture_lod : enable\", \"defined(LODBASEDMICROSFURACE)\");\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n state._emitUniformFromString(\"vDebugMode\", NodeMaterialBlockConnectionPointTypes.Vector2, \"defined(IGNORE) || DEBUGMODE > 0\");\r\n state._emitUniformFromString(\"ambientFromScene\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n // Image processing uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n //\r\n // Includes\r\n //\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"importanceSampling\", comments);\r\n state._emitFunctionFromInclude(\"pbrHelperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingSetupFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingFalloffFunctions\", comments);\r\n state._emitFunctionFromInclude(\"pbrBRDFFunctions\", comments, {\r\n replaceStrings: [{ search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" }],\r\n });\r\n state._emitFunctionFromInclude(\"hdrFilteringFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrIBLFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockAlbedoOpacity\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockReflectivity\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAmbientOcclusion\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAlphaFresnel\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAnisotropic\", comments);\r\n\r\n //\r\n // code\r\n //\r\n\r\n state._emitUniformFromString(\"vLightingIntensity\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (reflectionBlock?.generateOnlyFragmentCode) {\r\n state.compilationString += reflectionBlock.handleVertexSide(state);\r\n }\r\n\r\n // _____________________________ Geometry Information ____________________________\r\n this._vNormalWName = state._getFreeVariableName(\"vNormalW\");\r\n\r\n state.compilationString += `${state._declareLocalVar(this._vNormalWName, NodeMaterialBlockConnectionPointTypes.Vector4)} = normalize(${worldNormalVarName});\\n`;\r\n\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVarName}.xyz);\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(\"geometricNormalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this._vNormalWName}.xyz;\\n`;\r\n\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\n`;\r\n\r\n this._invertNormalName = state._getFreeVariableName(\"invertNormal\");\r\n\r\n state._emitUniformFromString(this._invertNormalName, NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockNormalFinal\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: worldPosVarName + \".xyz\" },\r\n { search: /vEyePosition.w/g, replace: this._invertNormalName },\r\n ],\r\n });\r\n\r\n // _____________________________ Albedo & Opacity ______________________________\r\n state.compilationString += this._getAlbedoOpacityCode(state);\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"depthPrePass\", comments);\r\n\r\n // _____________________________ AO _______________________________\r\n state.compilationString += this._getAmbientOcclusionCode(state);\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockLightmapInit\", comments);\r\n\r\n // _____________________________ UNLIT _______________________________\r\n state.compilationString += `#ifdef UNLIT\r\n ${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${state.fSuffix}(1., 1., 1.);\r\n #else\\n`;\r\n\r\n // _____________________________ Reflectivity _______________________________\r\n state.compilationString += this._getReflectivityCode(state);\r\n\r\n // _____________________________ Geometry info _________________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockGeometryInfo\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n ],\r\n });\r\n\r\n // _____________________________ Anisotropy _______________________________________\r\n const anisotropyBlock = this.anisotropy.isConnected ? (this.anisotropy.connectedPoint?.ownerBlock as AnisotropyBlock) : null;\r\n\r\n if (anisotropyBlock) {\r\n anisotropyBlock.worldPositionConnectionPoint = this.worldPosition;\r\n anisotropyBlock.worldNormalConnectionPoint = this.worldNormal;\r\n\r\n state.compilationString += anisotropyBlock.getCode(state, !this.perturbedNormal.isConnected);\r\n }\r\n\r\n // _____________________________ Reflection _______________________________________\r\n if (reflectionBlock && reflectionBlock.hasTexture) {\r\n state.compilationString += reflectionBlock.getCode(state, anisotropyBlock ? \"anisotropicOut.anisotropicNormal\" : \"normalW\");\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockReflection\", comments, {\r\n replaceStrings: [\r\n { search: /computeReflectionCoords/g, replace: \"computeReflectionCoordsPBR\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n { search: /vReflectionFilteringInfo/g, replace: reflectionBlock?._vReflectionFilteringInfoName ?? \"vReflectionFilteringInfo\" },\r\n ],\r\n });\r\n\r\n // ___________________ Compute Reflectance aka R0 F0 info _________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockReflectance0\", comments, {\r\n replaceStrings: [{ search: /metallicReflectanceFactors/g, replace: (isWebGPU ? \"uniforms.\" : \"\") + this._vMetallicReflectanceFactorsName }],\r\n });\r\n // ________________________________ Sheen ______________________________\r\n const sheenBlock = this.sheen.isConnected ? (this.sheen.connectedPoint?.ownerBlock as SheenBlock) : null;\r\n\r\n if (sheenBlock) {\r\n state.compilationString += sheenBlock.getCode(reflectionBlock, state);\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockSheen\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n ],\r\n });\r\n\r\n // _____________________________ Iridescence _______________________________\r\n const iridescenceBlock = this.iridescence.isConnected ? (this.iridescence.connectedPoint?.ownerBlock as IridescenceBlock) : null;\r\n state.compilationString += IridescenceBlock.GetCode(iridescenceBlock, state);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockIridescence\", comments, {\r\n replaceStrings: [],\r\n });\r\n\r\n // _____________________________ Clear Coat ____________________________\r\n const clearcoatBlock = this.clearcoat.isConnected ? (this.clearcoat.connectedPoint?.ownerBlock as ClearCoatBlock) : null;\r\n const generateTBNSpace = !this.perturbedNormal.isConnected && !this.anisotropy.isConnected;\r\n const isTangentConnectedToPerturbNormal =\r\n this.perturbedNormal.isConnected && (this.perturbedNormal.connectedPoint?.ownerBlock as PerturbNormalBlock).worldTangent?.isConnected;\r\n const isTangentConnectedToAnisotropy = this.anisotropy.isConnected && (this.anisotropy.connectedPoint?.ownerBlock as AnisotropyBlock).worldTangent.isConnected;\r\n let vTBNAvailable = isTangentConnectedToPerturbNormal || (!this.perturbedNormal.isConnected && isTangentConnectedToAnisotropy);\r\n\r\n state.compilationString += ClearCoatBlock.GetCode(state, clearcoatBlock, reflectionBlock, worldPosVarName, generateTBNSpace, vTBNAvailable, worldNormalVarName);\r\n\r\n if (generateTBNSpace) {\r\n vTBNAvailable = clearcoatBlock?.worldTangent.isConnected ?? false;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockClearcoat\", comments, {\r\n replaceStrings: [\r\n { search: /computeReflectionCoords/g, replace: \"computeReflectionCoordsPBR\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n { search: /defined\\(TANGENT\\)/g, replace: vTBNAvailable ? \"defined(TANGENT)\" : \"defined(IGNORE)\" },\r\n ],\r\n });\r\n\r\n // _________________________ Specular Environment Reflectance __________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockReflectance\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n ],\r\n });\r\n\r\n // ___________________________________ SubSurface ______________________________________\r\n const subsurfaceBlock = this.subsurface.isConnected ? (this.subsurface.connectedPoint?.ownerBlock as SubSurfaceBlock) : null;\r\n const refractionBlock = this.subsurface.isConnected\r\n ? ((this.subsurface.connectedPoint?.ownerBlock as SubSurfaceBlock).refraction.connectedPoint?.ownerBlock as RefractionBlock)\r\n : null;\r\n\r\n if (refractionBlock) {\r\n refractionBlock.viewConnectionPoint = this.view;\r\n refractionBlock.indexOfRefractionConnectionPoint = this.indexOfRefraction;\r\n }\r\n\r\n state.compilationString += SubSurfaceBlock.GetCode(state, subsurfaceBlock, reflectionBlock, worldPosVarName);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockSubSurface\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /SS_REFRACTIONMAP_3D/g, replace: refractionBlock?._define3DName ?? \"SS_REFRACTIONMAP_3D\" },\r\n { search: /SS_LODINREFRACTIONALPHA/g, replace: refractionBlock?._defineLODRefractionAlpha ?? \"SS_LODINREFRACTIONALPHA\" },\r\n { search: /SS_LINEARSPECULARREFRACTION/g, replace: refractionBlock?._defineLinearSpecularRefraction ?? \"SS_LINEARSPECULARREFRACTION\" },\r\n { search: /SS_REFRACTIONMAP_OPPOSITEZ/g, replace: refractionBlock?._defineOppositeZ ?? \"SS_REFRACTIONMAP_OPPOSITEZ\" },\r\n ],\r\n });\r\n\r\n // _____________________________ Direct Lighting Info __________________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockDirectLighting\", comments);\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: new RegExp(`${isWebGPU ? \"fragmentInputs.\" : \"\"}vPositionW`, \"g\"), replace: worldPosVarName + \".xyz\" },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `${isWebGPU ? \"fragmentInputs.\" : \"\"}vPositionW,${worldPosVarName}.xyz`,\r\n });\r\n }\r\n\r\n // _____________________________ Compute Final Lit Components ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalLitComponents\", comments);\r\n\r\n // _____________________________ UNLIT (2) ________________________\r\n state.compilationString += `#endif\\n`; // UNLIT\r\n\r\n // _____________________________ Compute Final Unlit Components ________________________\r\n const aoColor = this.ambientColor.isConnected ? this.ambientColor.associatedVariableName : `vec3${state.fSuffix}(0., 0., 0.)`;\r\n\r\n let aoDirectLightIntensity = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS.toString();\r\n\r\n if (aoDirectLightIntensity.indexOf(\".\") === -1) {\r\n aoDirectLightIntensity += \".\";\r\n }\r\n\r\n let replaceStrings = [\r\n { search: /vec3 finalEmissive[\\s\\S]*?finalEmissive\\*=vLightingIntensity\\.y;/g, replace: \"\" },\r\n { search: new RegExp(`${isWebGPU ? \"uniforms.\" : \"\"}vAmbientColor`, \"g\"), replace: aoColor + ` * ${isWebGPU ? \"uniforms.\" : \"\"}ambientFromScene` },\r\n { search: new RegExp(`${isWebGPU ? \"uniforms.\" : \"\"}vAmbientInfos.w`, \"g\"), replace: aoDirectLightIntensity },\r\n ];\r\n\r\n if (isWebGPU) {\r\n replaceStrings[0] = { search: /var finalEmissive[\\s\\S]*?finalEmissive\\*=uniforms.vLightingIntensity\\.y;/g, replace: \"\" };\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalUnlitComponents\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n // _____________________________ Output Final Color Composition ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalColorComposition\", comments, {\r\n replaceStrings: [{ search: /finalEmissive/g, replace: `vec3${state.fSuffix}(0.)` }],\r\n });\r\n\r\n // _____________________________ Apply image processing ________________________\r\n if (isWebGPU) {\r\n replaceStrings = [{ search: /mesh.visibility/g, replace: \"1.\" }];\r\n } else {\r\n replaceStrings = [{ search: /visibility/g, replace: \"1.\" }];\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockImageProcessing\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n // _____________________________ Generate debug code ________________________\r\n\r\n const colorOutput = isWebGPU ? \"fragmentOutputs.color\" : \"gl_FragColor\";\r\n replaceStrings = [\r\n { search: new RegExp(`${isWebGPU ? \"fragmentInputs.\" : \"\"}vNormalW`, \"g\"), replace: this._vNormalWName },\r\n { search: new RegExp(`${isWebGPU ? \"fragmentInputs.\" : \"\"}vPositionW`, \"g\"), replace: worldPosVarName },\r\n {\r\n search: /albedoTexture\\.rgb;/g,\r\n replace: `vec3${state.fSuffix}(1.);\\n${colorOutput}.rgb = toGammaSpace(${colorOutput}.rgb);\\n`,\r\n },\r\n ];\r\n state.compilationString += state._emitCodeFromInclude(\"pbrDebug\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n // _____________________________ Generate end points ________________________\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n const remap = mapOutputToVariable[output.name];\r\n if (remap) {\r\n const [varName, conditions] = remap;\r\n if (conditions) {\r\n state.compilationString += `#if ${conditions}\\n`;\r\n }\r\n state.compilationString += `${state._declareOutput(output)} = ${varName};\\n`;\r\n if (conditions) {\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(output)} = vec3${state.fSuffix}(0.);\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n } else {\r\n Logger.Error(`There's no remapping for the ${output.name} end point! No code generated`);\r\n }\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.lightFalloff = ${this.lightFalloff};\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaTest = ${this.useAlphaTest};\\n`;\r\n codeString += `${this._codeVariableName}.alphaTestCutoff = ${this.alphaTestCutoff};\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaBlending = ${this.useAlphaBlending};\\n`;\r\n codeString += `${this._codeVariableName}.useRadianceOverAlpha = ${this.useRadianceOverAlpha};\\n`;\r\n codeString += `${this._codeVariableName}.useSpecularOverAlpha = ${this.useSpecularOverAlpha};\\n`;\r\n codeString += `${this._codeVariableName}.enableSpecularAntiAliasing = ${this.enableSpecularAntiAliasing};\\n`;\r\n codeString += `${this._codeVariableName}.realTimeFiltering = ${this.realTimeFiltering};\\n`;\r\n codeString += `${this._codeVariableName}.realTimeFilteringQuality = ${this.realTimeFilteringQuality};\\n`;\r\n codeString += `${this._codeVariableName}.useEnergyConservation = ${this.useEnergyConservation};\\n`;\r\n codeString += `${this._codeVariableName}.useRadianceOcclusion = ${this.useRadianceOcclusion};\\n`;\r\n codeString += `${this._codeVariableName}.useHorizonOcclusion = ${this.useHorizonOcclusion};\\n`;\r\n codeString += `${this._codeVariableName}.unlit = ${this.unlit};\\n`;\r\n codeString += `${this._codeVariableName}.forceNormalForward = ${this.forceNormalForward};\\n`;\r\n codeString += `${this._codeVariableName}.debugMode = ${this.debugMode};\\n`;\r\n codeString += `${this._codeVariableName}.debugLimit = ${this.debugLimit};\\n`;\r\n codeString += `${this._codeVariableName}.debugFactor = ${this.debugFactor};\\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 if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n serializationObject.lightFalloff = this.lightFalloff;\r\n serializationObject.useAlphaTest = this.useAlphaTest;\r\n serializationObject.alphaTestCutoff = this.alphaTestCutoff;\r\n serializationObject.useAlphaBlending = this.useAlphaBlending;\r\n serializationObject.useRadianceOverAlpha = this.useRadianceOverAlpha;\r\n serializationObject.useSpecularOverAlpha = this.useSpecularOverAlpha;\r\n serializationObject.enableSpecularAntiAliasing = this.enableSpecularAntiAliasing;\r\n serializationObject.realTimeFiltering = this.realTimeFiltering;\r\n serializationObject.realTimeFilteringQuality = this.realTimeFilteringQuality;\r\n serializationObject.useEnergyConservation = this.useEnergyConservation;\r\n serializationObject.useRadianceOcclusion = this.useRadianceOcclusion;\r\n serializationObject.useHorizonOcclusion = this.useHorizonOcclusion;\r\n serializationObject.unlit = this.unlit;\r\n serializationObject.forceNormalForward = this.forceNormalForward;\r\n serializationObject.debugMode = this.debugMode;\r\n serializationObject.debugLimit = this.debugLimit;\r\n serializationObject.debugFactor = this.debugFactor;\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\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 this.lightFalloff = serializationObject.lightFalloff ?? 0;\r\n this.useAlphaTest = serializationObject.useAlphaTest;\r\n this.alphaTestCutoff = serializationObject.alphaTestCutoff;\r\n this.useAlphaBlending = serializationObject.useAlphaBlending;\r\n this.useRadianceOverAlpha = serializationObject.useRadianceOverAlpha;\r\n this.useSpecularOverAlpha = serializationObject.useSpecularOverAlpha;\r\n this.enableSpecularAntiAliasing = serializationObject.enableSpecularAntiAliasing;\r\n this.realTimeFiltering = !!serializationObject.realTimeFiltering;\r\n this.realTimeFilteringQuality = serializationObject.realTimeFilteringQuality ?? Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n this.useEnergyConservation = serializationObject.useEnergyConservation;\r\n this.useRadianceOcclusion = serializationObject.useRadianceOcclusion;\r\n this.useHorizonOcclusion = serializationObject.useHorizonOcclusion;\r\n this.unlit = serializationObject.unlit;\r\n this.forceNormalForward = !!serializationObject.forceNormalForward;\r\n this.debugMode = serializationObject.debugMode;\r\n this.debugLimit = serializationObject.debugLimit;\r\n this.debugFactor = serializationObject.debugFactor;\r\n this.generateOnlyFragmentCode = !!serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMetallicRoughnessBlock\", PBRMetallicRoughnessBlock);\r\n"]}