@babylonjs/core 7.6.1 → 7.6.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (136) hide show
  1. package/Animations/animation.js +7 -5
  2. package/Animations/animation.js.map +1 -1
  3. package/Debug/debugLayer.d.ts +4 -0
  4. package/Debug/debugLayer.js.map +1 -1
  5. package/Engines/Native/nativeInterfaces.d.ts +2 -0
  6. package/Engines/Native/nativeInterfaces.js.map +1 -1
  7. package/Engines/Processors/iShaderProcessor.d.ts +3 -1
  8. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  9. package/Engines/Processors/shaderProcessor.js +2 -2
  10. package/Engines/Processors/shaderProcessor.js.map +1 -1
  11. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -2
  12. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  13. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +0 -1
  14. package/Engines/WebGPU/webgpuShaderProcessor.js +0 -1
  15. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  16. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  17. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  18. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +10 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +45 -15
  20. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/constants.d.ts +4 -0
  24. package/Engines/constants.js +4 -0
  25. package/Engines/constants.js.map +1 -1
  26. package/Engines/engine.common.js +2 -2
  27. package/Engines/engine.common.js.map +1 -1
  28. package/Engines/nativeEngine.d.ts +7 -2
  29. package/Engines/nativeEngine.js +25 -3
  30. package/Engines/nativeEngine.js.map +1 -1
  31. package/Engines/webgpuEngine.js +5 -9
  32. package/Engines/webgpuEngine.js.map +1 -1
  33. package/Lights/Shadows/cascadedShadowGenerator.js +4 -4
  34. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  35. package/Lights/Shadows/shadowGenerator.js +11 -5
  36. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  37. package/Lights/spotLight.js +1 -1
  38. package/Lights/spotLight.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/fogBlock.js +20 -3
  40. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  42. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +1 -0
  44. package/Materials/Node/Blocks/Dual/lightBlock.js +35 -27
  45. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +0 -1
  47. package/Materials/Node/Blocks/Dual/textureBlock.js +5 -18
  48. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  50. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +3 -1
  52. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +6 -4
  54. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +4 -1
  56. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  58. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -2
  60. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/biPlanarBlock.d.ts +2 -0
  62. package/Materials/Node/Blocks/biPlanarBlock.js +48 -23
  63. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/clampBlock.js +4 -1
  65. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  66. package/Materials/Node/Blocks/cloudBlock.js +32 -17
  67. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  68. package/Materials/Node/Blocks/conditionalBlock.js +9 -9
  69. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/curveBlock.js +12 -12
  71. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  72. package/Materials/Node/Blocks/matrixBuilderBlock.js +3 -1
  73. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  74. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  75. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  76. package/Materials/Node/Blocks/normalBlendBlock.js +2 -2
  77. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  78. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +14 -6
  79. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  80. package/Materials/Node/Blocks/transformBlock.js +1 -1
  81. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  82. package/Materials/Node/Blocks/triPlanarBlock.d.ts +2 -0
  83. package/Materials/Node/Blocks/triPlanarBlock.js +33 -14
  84. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/worleyNoise3DBlock.js +17 -8
  86. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  87. package/Materials/Node/nodeMaterial.d.ts +2 -0
  88. package/Materials/Node/nodeMaterial.js +6 -18
  89. package/Materials/Node/nodeMaterial.js.map +1 -1
  90. package/Materials/Node/nodeMaterialBuildState.d.ts +10 -5
  91. package/Materials/Node/nodeMaterialBuildState.js +45 -18
  92. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  93. package/Materials/materialHelper.functions.js +3 -3
  94. package/Materials/materialHelper.functions.js.map +1 -1
  95. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +8 -2
  96. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  97. package/Meshes/mesh.js +7 -7
  98. package/Meshes/mesh.js.map +1 -1
  99. package/Physics/v2/Plugins/havokPlugin.js +12 -4
  100. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  101. package/Shaders/ShadersInclude/lightFragment.js +29 -29
  102. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  103. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +8 -8
  104. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  105. package/Shaders/ShadersInclude/lightUboDeclaration.js +8 -8
  106. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  107. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  108. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  109. package/Shaders/fluidRenderingRender.fragment.js +1 -1
  110. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  111. package/Shaders/gaussianSplatting.vertex.js +2 -2
  112. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +5 -0
  114. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +24 -0
  115. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -0
  116. package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +5 -0
  117. package/ShadersWGSL/ShadersInclude/lightFragment.js +279 -0
  118. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -0
  119. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +5 -0
  120. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +70 -0
  121. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -0
  122. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +5 -0
  123. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +33 -0
  124. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -0
  125. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +5 -0
  126. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +57 -0
  127. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -0
  128. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
  129. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.d.ts +5 -0
  131. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +307 -0
  132. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -0
  133. package/ShadersWGSL/ShadersInclude/shadowsVertex.d.ts +5 -0
  134. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +53 -0
  135. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -0
  136. package/package.json +1 -1
@@ -104,7 +104,7 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _emit2DSampler(name: string, textureName?: string): void;
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+ _emit2DSampler(name: string): void;
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  /**
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  * @internal
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  */
@@ -116,7 +116,7 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _getShaderType(type: NodeMaterialBlockConnectionPointTypes): "" | "f32" | "float" | "i32" | "int" | "vec2<f32>" | "vec2" | "vec3<f32>" | "vec3" | "vec4<f32>" | "vec4" | "mat4x4<f32>" | "mat4";
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+ _getShaderType(type: NodeMaterialBlockConnectionPointTypes): "" | "f32" | "float" | "i32" | "int" | "vec2f" | "vec2" | "vec3f" | "vec3" | "vec4f" | "vec4" | "mat4x4f" | "mat4";
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  /**
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  * @internal
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  */
@@ -170,7 +170,7 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _generateTertiary(trueStatement: string, falseStatement: string, condition: string): string;
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+ _generateTernary(trueStatement: string, falseStatement: string, condition: string): string;
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  /**
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  * @internal
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  */
@@ -178,15 +178,20 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _declareOutput(output: NodeMaterialConnectionPoint): string;
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+ _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string;
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  /**
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  * @internal
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  */
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- _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes): string;
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+ _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string;
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  private _convertVariableDeclarationToWGSL;
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  private _convertVariableConstructorsToWGSL;
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  private _convertOutParametersToWGSL;
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+ private _convertTernaryOperandsToWGSL;
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+ private _convertModOperatorsToWGSL;
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+ private _convertConstToWGSL;
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+ private _convertInnerFunctionsToWGSL;
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  private _convertFunctionsToWGSL;
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  _babylonSLtoWGSL(code: string): string;
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+ private _convertTernaryOperandsToGLSL;
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  _babylonSLtoGLSL(code: string): string;
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  }
@@ -1,8 +1,8 @@
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  import { NodeMaterialBlockConnectionPointTypes } from "./Enums/nodeMaterialBlockConnectionPointTypes.js";
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  import { NodeMaterialBlockTargets } from "./Enums/nodeMaterialBlockTargets.js";
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- import { Effect } from "../effect.js";
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  import { ShaderLanguage } from "../shaderLanguage.js";
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  import { ShaderStore as EngineShaderStore } from "../../Engines/shaderStore.js";
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+
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  /**
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  * Class used to store node based material build state
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  */
@@ -171,11 +171,11 @@ export class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _emit2DSampler(name, textureName = "") {
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+ _emit2DSampler(name) {
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  if (this.samplers.indexOf(name) < 0) {
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  if (this.shaderLanguage === ShaderLanguage.WGSL) {
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- this._samplerDeclaration += `var ${name}: sampler;\n`;
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- this._samplerDeclaration += `var ${textureName}: texture_2d<f32>;\n`;
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+ this._samplerDeclaration += `var ${name + `Sampler`}: sampler;\n`;
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+ this._samplerDeclaration += `var ${name}: texture_2d<f32>;\n`;
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  }
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  else {
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  this._samplerDeclaration += `uniform sampler2D ${name};\n`;
@@ -225,15 +225,15 @@ export class NodeMaterialBuildState {
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  case NodeMaterialBlockConnectionPointTypes.Int:
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  return isWGSL ? "i32" : "int";
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  case NodeMaterialBlockConnectionPointTypes.Vector2:
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- return isWGSL ? "vec2<f32>" : "vec2";
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+ return isWGSL ? "vec2f" : "vec2";
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  case NodeMaterialBlockConnectionPointTypes.Color3:
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  case NodeMaterialBlockConnectionPointTypes.Vector3:
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- return isWGSL ? "vec3<f32>" : "vec3";
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+ return isWGSL ? "vec3f" : "vec3";
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  case NodeMaterialBlockConnectionPointTypes.Color4:
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  case NodeMaterialBlockConnectionPointTypes.Vector4:
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- return isWGSL ? "vec4<f32>" : "vec4";
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+ return isWGSL ? "vec4f" : "vec4";
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  case NodeMaterialBlockConnectionPointTypes.Matrix:
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- return isWGSL ? "mat4x4<f32>" : "mat4";
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+ return isWGSL ? "mat4x4f" : "mat4";
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  }
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  return "";
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  }
@@ -268,7 +268,8 @@ export class NodeMaterialBuildState {
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  if (options && options.repeatKey) {
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  return `#include<${includeName}>${options.substitutionVars ? "(" + options.substitutionVars + ")" : ""}[0..${options.repeatKey}]\n`;
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  }
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- let code = Effect.IncludesShadersStore[includeName] + "\n";
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+ const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);
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+ let code = store[includeName] + "\n";
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  if (this.sharedData.emitComments) {
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  code = comments + `\n` + code;
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  }
@@ -407,7 +408,7 @@ export class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _generateTertiary(trueStatement, falseStatement, condition) {
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+ _generateTernary(trueStatement, falseStatement, condition) {
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  if (this.shaderLanguage === ShaderLanguage.WGSL) {
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  return `select(${falseStatement}, ${trueStatement}, ${condition})`;
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  }
@@ -425,15 +426,15 @@ export class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _declareOutput(output) {
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- return this._declareLocalVar(output.associatedVariableName, output.type);
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+ _declareOutput(output, isConst) {
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+ return this._declareLocalVar(output.associatedVariableName, output.type, isConst);
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  }
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  /**
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  * @internal
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  */
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- _declareLocalVar(name, type) {
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+ _declareLocalVar(name, type, isConst) {
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  if (this.shaderLanguage === ShaderLanguage.WGSL) {
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- return `var ${name}: ${this._getShaderType(type)}`;
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+ return `${isConst ? "const" : "var"} ${name}: ${this._getShaderType(type)}`;
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  }
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  else {
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  return `${this._getShaderType(type)} ${name}`;
@@ -448,23 +449,36 @@ export class NodeMaterialBuildState {
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  _convertOutParametersToWGSL(source) {
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  return source.replace(new RegExp(`out\\s+var\\s+(\\w+)\\s*:\\s*(\\w+)`, "g"), `$1: ptr<function, $2>`);
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  }
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+ _convertTernaryOperandsToWGSL(source) {
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+ return source.replace(new RegExp(`\\[(.*?)\\?(.*?):(.*)\\]`, "g"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);
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+ }
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+ _convertModOperatorsToWGSL(source) {
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+ return source.replace(new RegExp(`mod\\((.+?),\\s*(.+?)\\)`, "g"), (match, left, right) => `((${left})%(${right}))`);
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+ }
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+ _convertConstToWGSL(source) {
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+ return source.replace(new RegExp(`const var`, "g"), `const`);
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+ }
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+ _convertInnerFunctionsToWGSL(source) {
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+ return source.replace(new RegExp(`inversesqrt`, "g"), `inverseSqrt`);
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+ }
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  _convertFunctionsToWGSL(source) {
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- const regex = /var\s+(\w+)\s*:\s*(\w+)\((.*)\)/;
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- const match = source.match(regex);
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- if (match) {
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+ const regex = /var\s+(\w+)\s*:\s*(\w+)\((.*)\)/g;
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+ let match;
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+ while ((match = regex.exec(source)) !== null) {
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  const funcName = match[1];
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  const funcType = match[2];
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  const params = match[3]; // All parameters as a single string
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  // Processing the parameters to match 'name: type' format
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  const formattedParams = params.replace(/var\s/g, "");
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  // Constructing the final output string
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- return source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);
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+ source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);
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  }
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  return source;
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  }
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  _babylonSLtoWGSL(code) {
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  // variable declarations
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  code = this._convertVariableDeclarationToWGSL("void", "voidnull", code);
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+ code = this._convertVariableDeclarationToWGSL("bool", "bool", code);
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  code = this._convertVariableDeclarationToWGSL("int", "i32", code);
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  code = this._convertVariableDeclarationToWGSL("uint", "u32", code);
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  code = this._convertVariableDeclarationToWGSL("float", "f32", code);
@@ -482,6 +496,14 @@ export class NodeMaterialBuildState {
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  code = this._convertVariableConstructorsToWGSL("mat2", "mat2x2f", code);
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  code = this._convertVariableConstructorsToWGSL("mat3", "mat3x3f", code);
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  code = this._convertVariableConstructorsToWGSL("mat4", "mat4x4f", code);
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+ // Ternary operands
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+ code = this._convertTernaryOperandsToWGSL(code);
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+ // Mod operators
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+ code = this._convertModOperatorsToWGSL(code);
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+ // Const
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+ code = this._convertConstToWGSL(code);
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+ // Inner functions
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+ code = this._convertInnerFunctionsToWGSL(code);
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  // Out paramters
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  code = this._convertOutParametersToWGSL(code);
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  code = code.replace(/\[\*\]/g, "*");
@@ -491,8 +513,13 @@ export class NodeMaterialBuildState {
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  code = code.replace(/\s->\svoidnull/g, "");
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  return code;
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  }
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+ _convertTernaryOperandsToGLSL(source) {
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+ return source.replace(new RegExp(`\\[(.+?)\\?(.+?):(.+)\\]`, "g"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);
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+ }
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  _babylonSLtoGLSL(code) {
520
+ /** Remove BSL specifics */
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  code = code.replace(/\[\*\]/g, "");
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+ code = this._convertTernaryOperandsToGLSL(code);
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  return code;
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  }
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  }
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { Effect } from \"../effect\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.compilationString}`;\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n${this.compilationString}`;\r\n }\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}void main(void) {\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defines(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, textureName = \"\") {\r\n if (this.samplers.indexOf(name) < 0) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${textureName}: texture_2d<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\n`;\r\n }\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2<f32>\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3<f32>\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4<f32>\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4<f32>\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += `varying ${name}: ${shaderType};\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTertiary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `${condition} ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `var ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/;\r\n const match = source.match(regex);\r\n\r\n if (match) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n return source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n return code;\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.compilationString}`;\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n${this.compilationString}`;\r\n }\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}void main(void) {\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defines(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\n`;\r\n }\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += `varying ${name}: ${shaderType};\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `${condition} ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -771,11 +771,11 @@ export function PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, sam
771
771
  return;
772
772
  }
773
773
  uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
774
- samplersList.push("shadowSampler" + lightIndex);
775
- samplersList.push("depthSampler" + lightIndex);
774
+ samplersList.push("shadowTexture" + lightIndex);
775
+ samplersList.push("depthTexture" + lightIndex);
776
776
  uniformsList.push("viewFrustumZ" + lightIndex, "cascadeBlendFactor" + lightIndex, "lightSizeUVCorrection" + lightIndex, "depthCorrection" + lightIndex, "penumbraDarkness" + lightIndex, "frustumLengths" + lightIndex);
777
777
  if (projectedLightTexture) {
778
- samplersList.push("projectionLightSampler" + lightIndex);
778
+ samplersList.push("projectionLightTexture" + lightIndex);
779
779
  uniformsList.push("textureProjectionMatrix" + lightIndex);
780
780
  }
781
781
  }