@babylonjs/core 7.6.1 → 7.7.0

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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
@@ -1,5 +1,8 @@
1
1
  import { RegisterClass } from "../../../Misc/typeStore.js";
2
2
  import { TriPlanarBlock } from "./triPlanarBlock.js";
3
+ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
4
+ import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
5
+
3
6
  /**
4
7
  * Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)
5
8
  */
@@ -18,52 +21,74 @@ export class BiPlanarBlock extends TriPlanarBlock {
18
21
  getClassName() {
19
22
  return "BiPlanarBlock";
20
23
  }
24
+ _declareLocalVarAsVec3I(name, state) {
25
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
26
+ return `var ${name}: vec3<i32>`;
27
+ }
28
+ else {
29
+ return `ivec3 ${name}`;
30
+ }
31
+ }
32
+ _getTextureGrad(state, samplerName) {
33
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
34
+ return `textureSampleGrad(${samplerName},${samplerName + `Sampler`}`;
35
+ }
36
+ return `textureGrad(${samplerName}`;
37
+ }
21
38
  _generateTextureLookup(state) {
22
39
  const samplerName = this.samplerName;
23
40
  const samplerYName = this.samplerYName ?? this.samplerName;
24
41
  const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : "1.0";
25
- const dpdx = state._getFreeVariableName("dpdx");
26
- const dpdy = state._getFreeVariableName("dpdy");
42
+ const dpdx = state._getFreeVariableName("dxValue");
43
+ const dpdy = state._getFreeVariableName("dyValue");
27
44
  const n = state._getFreeVariableName("n");
28
45
  const ma = state._getFreeVariableName("ma");
29
46
  const mi = state._getFreeVariableName("mi");
30
47
  const me = state._getFreeVariableName("me");
31
48
  const x = state._getFreeVariableName("x");
32
49
  const y = state._getFreeVariableName("y");
33
- const w = state._getFreeVariableName("y");
50
+ const w = state._getFreeVariableName("w");
51
+ let ivec3 = "ivec3";
52
+ let dpdxFunc = "dFdx";
53
+ let dpdyFunc = "dFdy";
54
+ let suffix = "";
55
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
56
+ ivec3 = "vec3<i32>";
57
+ dpdxFunc = "dpdx";
58
+ dpdyFunc = "dpdy";
59
+ suffix = "f";
60
+ }
34
61
  state.compilationString += `
35
62
  // grab coord derivatives for texturing
36
- vec3 ${dpdx} = dFdx(${this.position.associatedVariableName}.xyz);
37
- vec3 ${dpdy} = dFdy(${this.position.associatedVariableName}.xyz);
38
- vec3 ${n} = abs(${this.normal.associatedVariableName}.xyz);
63
+ ${state._declareLocalVar(dpdx, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdxFunc}(${this.position.associatedVariableName}.xyz);
64
+ ${state._declareLocalVar(dpdy, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdyFunc}(${this.position.associatedVariableName}.xyz);
65
+ ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = abs(${this.normal.associatedVariableName}.xyz);
39
66
 
40
67
  // determine major axis (in x; yz are following axis)
41
- ivec3 ${ma} = (${n}.x>${n}.y && ${n}.x>${n}.z) ? ivec3(0,1,2) :
42
- (${n}.y>${n}.z) ? ivec3(1,2,0) :
43
- ivec3(2,0,1) ;
68
+ ${this._declareLocalVarAsVec3I(ma, state)} = ${state._generateTernary(`${ivec3}(0,1,2)`, `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y>${n}.z)`)}`, `(${n}.x>${n}.y && ${n}.x>${n}.z)`)};
69
+
44
70
  // determine minor axis (in x; yz are following axis)
45
- ivec3 ${mi} = (${n}.x<${n}.y && ${n}.x<${n}.z) ? ivec3(0,1,2) :
46
- (${n}.y<${n}.z) ? ivec3(1,2,0) :
47
- ivec3(2,0,1) ;
71
+ ${this._declareLocalVarAsVec3I(mi, state)} = ${state._generateTernary(`${ivec3}(0,1,2)`, `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y<${n}.z)`)}`, `(${n}.x<${n}.y && ${n}.x<${n}.z)`)};
72
+
48
73
  // determine median axis (in x; yz are following axis)
49
- ivec3 ${me} = ivec3(3) - ${mi} - ${ma};
74
+ ${this._declareLocalVarAsVec3I(me, state)} = ${ivec3}(3) - ${mi} - ${ma};
50
75
 
51
76
  // project+fetch
52
- vec4 ${x} = textureGrad( ${samplerName}, vec2( ${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]),
53
- vec2(${dpdx}[${ma}.y],${dpdx}[${ma}.z]),
54
- vec2(${dpdy}[${ma}.y],${dpdy}[${ma}.z]) );
55
- vec4 ${y} = textureGrad( ${samplerYName}, vec2( ${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]),
56
- vec2(${dpdx}[${me}.y],${dpdx}[${me}.z]),
57
- vec2(${dpdy}[${me}.y],${dpdy}[${me}.z]) );
77
+ ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerName)}, vec2${suffix}(${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]),
78
+ vec2${suffix}(${dpdx}[${ma}.y],${dpdx}[${ma}.z]),
79
+ vec2${suffix}(${dpdy}[${ma}.y],${dpdy}[${ma}.z]));
80
+ ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerYName)}, vec2${suffix}(${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]),
81
+ vec2${suffix}(${dpdx}[${me}.y],${dpdx}[${me}.z]),
82
+ vec2${suffix}(${dpdy}[${me}.y],${dpdy}[${me}.z]));
58
83
 
59
84
  // blend factors
60
- vec2 ${w} = vec2(${n}[${ma}.x],${n}[${me}.x]);
85
+ ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${suffix}(${n}[${ma}.x],${n}[${me}.x]);
61
86
  // make local support
62
- ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), 0.0, 1.0 );
87
+ ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), vec2${suffix}(0.0), vec2${suffix}(1.0) );
63
88
  // shape transition
64
- ${w} = pow( ${w}, vec2(${sharpness}/8.0) );
89
+ ${w} = pow( ${w}, vec2${suffix}(${sharpness}/8.0) );
65
90
  // blend and return
66
- vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);
91
+ ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);
67
92
  `;
68
93
  }
69
94
  }
@@ -1 +1 @@
1
- {"version":3,"file":"biPlanarBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/biPlanarBlock.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD;;GAEG;AACH,MAAM,OAAO,aAAc,SAAQ,cAAc;IAC7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IACtB,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,eAAe,CAAC;IAC3B,CAAC;IAEkB,sBAAsB,CAAC,KAA6B;QACnE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,WAAW,CAAC;QAE3D,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,CAAC,CAAC,KAAK,CAAC;QAE7F,MAAM,IAAI,GAAG,KAAK,CAAC,oBAAoB,CAAC,MAAM,CAAC,CAAC;QAChD,MAAM,IAAI,GAAG,KAAK,CAAC,oBAAoB,CAAC,MAAM,CAAC,CAAC;QAChD,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAC1C,MAAM,EAAE,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,EAAE,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,EAAE,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAE1C,KAAK,CAAC,iBAAiB,IAAI;;mBAEhB,IAAI,WAAW,IAAI,CAAC,QAAQ,CAAC,sBAAsB;mBACnD,IAAI,WAAW,IAAI,CAAC,QAAQ,CAAC,sBAAsB;mBACnD,CAAC,UAAU,IAAI,CAAC,MAAM,CAAC,sBAAsB;;;oBAG5C,EAAE,OAAO,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,CAAC;uBAC/B,CAAC,MAAM,CAAC;;;oBAGX,EAAE,OAAO,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,CAAC;uBAC/B,CAAC,MAAM,CAAC;;;oBAGX,EAAE,iBAAiB,EAAE,MAAM,EAAE;;;mBAG9B,CAAC,mBAAmB,WAAW,aAAa,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE,UAAU,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE;2CAClH,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;2CAC3B,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;mBACnD,CAAC,mBAAmB,YAAY,aAAa,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE,UAAU,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE;2CACnH,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;2CAC3B,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;;;mBAGnD,CAAC,WAAW,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE;;cAEtC,CAAC,cAAc,CAAC;;cAEhB,CAAC,WAAW,CAAC,UAAU,SAAS;;mBAE3B,IAAI,CAAC,gBAAgB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;SAC9E,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC","sourcesContent":["import type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { TriPlanarBlock } from \"./triPlanarBlock\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class BiPlanarBlock extends TriPlanarBlock {\r\n /**\r\n * Create a new BiPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, true);\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 \"BiPlanarBlock\";\r\n }\r\n\r\n protected override _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const dpdx = state._getFreeVariableName(\"dpdx\");\r\n const dpdy = state._getFreeVariableName(\"dpdy\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const ma = state._getFreeVariableName(\"ma\");\r\n const mi = state._getFreeVariableName(\"mi\");\r\n const me = state._getFreeVariableName(\"me\");\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const w = state._getFreeVariableName(\"y\");\r\n\r\n state.compilationString += `\r\n // grab coord derivatives for texturing\r\n vec3 ${dpdx} = dFdx(${this.position.associatedVariableName}.xyz);\r\n vec3 ${dpdy} = dFdy(${this.position.associatedVariableName}.xyz);\r\n vec3 ${n} = abs(${this.normal.associatedVariableName}.xyz);\r\n \r\n // determine major axis (in x; yz are following axis)\r\n ivec3 ${ma} = (${n}.x>${n}.y && ${n}.x>${n}.z) ? ivec3(0,1,2) :\r\n (${n}.y>${n}.z) ? ivec3(1,2,0) :\r\n ivec3(2,0,1) ;\r\n // determine minor axis (in x; yz are following axis)\r\n ivec3 ${mi} = (${n}.x<${n}.y && ${n}.x<${n}.z) ? ivec3(0,1,2) :\r\n (${n}.y<${n}.z) ? ivec3(1,2,0) :\r\n ivec3(2,0,1) ;\r\n // determine median axis (in x; yz are following axis)\r\n ivec3 ${me} = ivec3(3) - ${mi} - ${ma};\r\n \r\n // project+fetch\r\n vec4 ${x} = textureGrad( ${samplerName}, vec2( ${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]), \r\n vec2(${dpdx}[${ma}.y],${dpdx}[${ma}.z]), \r\n vec2(${dpdy}[${ma}.y],${dpdy}[${ma}.z]) );\r\n vec4 ${y} = textureGrad( ${samplerYName}, vec2( ${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]), \r\n vec2(${dpdx}[${me}.y],${dpdx}[${me}.z]),\r\n vec2(${dpdy}[${me}.y],${dpdy}[${me}.z]) );\r\n \r\n // blend factors\r\n vec2 ${w} = vec2(${n}[${ma}.x],${n}[${me}.x]);\r\n // make local support\r\n ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), 0.0, 1.0 );\r\n // shape transition\r\n ${w} = pow( ${w}, vec2(${sharpness}/8.0) );\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);\r\n `;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BiPlanarBlock\", BiPlanarBlock);\r\n"]}
1
+ 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type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { TriPlanarBlock } from \"./triPlanarBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class BiPlanarBlock extends TriPlanarBlock {\r\n /**\r\n * Create a new BiPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, true);\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 \"BiPlanarBlock\";\r\n }\r\n\r\n private _declareLocalVarAsVec3I(name: string, state: NodeMaterialBuildState): string {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `var ${name}: vec3<i32>`;\r\n } else {\r\n return `ivec3 ${name}`;\r\n }\r\n }\r\n\r\n private _getTextureGrad(state: NodeMaterialBuildState, samplerName: string) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `textureSampleGrad(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}`;\r\n }\r\n\r\n return `textureGrad(${samplerName}`;\r\n }\r\n\r\n protected override _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const dpdx = state._getFreeVariableName(\"dxValue\");\r\n const dpdy = state._getFreeVariableName(\"dyValue\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const ma = state._getFreeVariableName(\"ma\");\r\n const mi = state._getFreeVariableName(\"mi\");\r\n const me = state._getFreeVariableName(\"me\");\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const w = state._getFreeVariableName(\"w\");\r\n\r\n let ivec3 = \"ivec3\";\r\n let dpdxFunc = \"dFdx\";\r\n let dpdyFunc = \"dFdy\";\r\n let suffix = \"\";\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n ivec3 = \"vec3<i32>\";\r\n dpdxFunc = \"dpdx\";\r\n dpdyFunc = \"dpdy\";\r\n suffix = \"f\";\r\n }\r\n\r\n state.compilationString += `\r\n // grab coord derivatives for texturing\r\n ${state._declareLocalVar(dpdx, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdxFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(dpdy, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdyFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = abs(${this.normal.associatedVariableName}.xyz);\r\n \r\n // determine major axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(ma, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y>${n}.z)`)}`,\r\n `(${n}.x>${n}.y && ${n}.x>${n}.z)`\r\n )}; \r\n\r\n // determine minor axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(mi, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y<${n}.z)`)}`,\r\n `(${n}.x<${n}.y && ${n}.x<${n}.z)`\r\n )}; \r\n \r\n // determine median axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(me, state)} = ${ivec3}(3) - ${mi} - ${ma};\r\n \r\n // project+fetch\r\n ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerName)}, vec2${suffix}(${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]), \r\n vec2${suffix}(${dpdx}[${ma}.y],${dpdx}[${ma}.z]), \r\n vec2${suffix}(${dpdy}[${ma}.y],${dpdy}[${ma}.z]));\r\n ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerYName)}, vec2${suffix}(${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]), \r\n vec2${suffix}(${dpdx}[${me}.y],${dpdx}[${me}.z]),\r\n vec2${suffix}(${dpdy}[${me}.y],${dpdy}[${me}.z]));\r\n \r\n // blend factors\r\n ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${suffix}(${n}[${ma}.x],${n}[${me}.x]);\r\n // make local support\r\n ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), vec2${suffix}(0.0), vec2${suffix}(1.0) );\r\n // shape transition\r\n ${w} = pow( ${w}, vec2${suffix}(${sharpness}/8.0) );\r\n // blend and return\r\n ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);\r\n `;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BiPlanarBlock\", BiPlanarBlock);\r\n"]}
@@ -4,6 +4,7 @@ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBloc
4
4
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
5
5
  import { RegisterClass } from "../../../Misc/typeStore.js";
6
6
  import { editableInPropertyPage, PropertyTypeForEdition } from "../../../Decorators/nodeDecorator.js";
7
+ import { ShaderLanguage } from "../../shaderLanguage.js";
7
8
  /**
8
9
  * Block used to clamp a float
9
10
  */
@@ -44,8 +45,10 @@ export class ClampBlock extends NodeMaterialBlock {
44
45
  _buildBlock(state) {
45
46
  super._buildBlock(state);
46
47
  const output = this._outputs[0];
48
+ const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : "";
47
49
  state.compilationString +=
48
- state._declareOutput(output) + ` = clamp(${this.value.associatedVariableName}, ${this._writeFloat(this.minimum)}, ${this._writeFloat(this.maximum)});\n`;
50
+ state._declareOutput(output) +
51
+ ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\n`;
49
52
  return this;
50
53
  }
51
54
  _dumpPropertiesCode() {
@@ -1 +1 @@
1
- {"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;AAEnG;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;QAE7J,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA1EU;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AAGd;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AAyEzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\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 \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) + ` = clamp(${this.value.associatedVariableName}, ${this._writeFloat(this.minimum)}, ${this._writeFloat(this.maximum)});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
1
+ {"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;AACnG,OAAO,EAAE,cAAc,EAAE,gCAAsC;AAE/D;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvG,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;gBAC5B,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAEhJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA7EU;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AAGd;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AA4EzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\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 \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : \"\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
@@ -4,6 +4,7 @@ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBloc
4
4
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
5
5
  import { RegisterClass } from "../../../Misc/typeStore.js";
6
6
  import { editableInPropertyPage, PropertyTypeForEdition } from "../../../Decorators/nodeDecorator.js";
7
+ import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
7
8
  /**
8
9
  * block used to Generate Fractal Brownian Motion Clouds
9
10
  */
@@ -77,13 +78,18 @@ export class CloudBlock extends NodeMaterialBlock {
77
78
  if (!this._outputs[0].hasEndpoints) {
78
79
  return;
79
80
  }
80
- const functionString = `
81
+ let functionString = `
81
82
 
82
- float cloudRandom(in float p) { p = fract(p * 0.011); p *= p + 7.5; p *= p + p; return fract(p); }
83
+ float cloudRandom(float p) {
84
+ float temp = fract(p * 0.011);
85
+ temp *= temp + 7.5;
86
+ temp *= temp + temp;
87
+ return fract(temp);
88
+ }
83
89
 
84
90
  // Based on Morgan McGuire @morgan3d
85
91
  // https://www.shadertoy.com/view/4dS3Wd
86
- float cloudNoise(in vec2 x, in vec2 chaos) {
92
+ float cloudNoise2(vec2 x, vec2 chaos) {
87
93
  vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);
88
94
 
89
95
  vec2 i = floor(x);
@@ -99,7 +105,7 @@ export class CloudBlock extends NodeMaterialBlock {
99
105
  );
100
106
  }
101
107
 
102
- float cloudNoise(in vec3 x, in vec3 chaos) {
108
+ float cloudNoise3(vec3 x, vec3 chaos) {
103
109
  vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);
104
110
 
105
111
  vec3 i = floor(x);
@@ -113,46 +119,52 @@ export class CloudBlock extends NodeMaterialBlock {
113
119
  mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),
114
120
  mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
115
121
  }`;
116
- const fractalBrownianString = `
117
- float fbm(in vec2 st, in vec2 chaos) {
122
+ let fractalBrownianString = `
123
+ float fbm2(vec2 st, vec2 chaos) {
118
124
  // Initial values
119
125
  float value = 0.0;
120
126
  float amplitude = .5;
121
127
  float frequency = 0.;
122
128
 
123
129
  // Loop of octaves
130
+ vec2 tempST = st;
124
131
  for (int i = 0; i < OCTAVES; i++) {
125
- value += amplitude * cloudNoise(st, chaos);
126
- st *= 2.0;
132
+ value += amplitude * cloudNoise2(tempST, chaos);
133
+ tempST *= 2.0;
127
134
  amplitude *= 0.5;
128
135
  }
129
136
  return value;
130
137
  }
131
138
 
132
- float fbm(in vec3 x, in vec3 chaos) {
139
+ float fbm3(vec3 x, vec3 chaos) {
133
140
  // Initial values
134
141
  float value = 0.0;
135
142
  float amplitude = 0.5;
136
- for (int i = 0; i < OCTAVES; ++i) {
137
- value += amplitude * cloudNoise(x, chaos);
138
- x = x * 2.0;
143
+ vec3 tempX = x;
144
+ for (int i = 0; i < OCTAVES; i++) {
145
+ value += amplitude * cloudNoise3(tempX, chaos);
146
+ tempX = tempX * 2.0;
139
147
  amplitude *= 0.5;
140
148
  }
141
149
  return value;
142
150
  }`;
151
+ if (state.shaderLanguage === ShaderLanguage.WGSL) {
152
+ functionString = state._babylonSLtoWGSL(functionString);
153
+ fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);
154
+ }
143
155
  const fbmNewName = `fbm${this.octaves}`;
144
156
  state._emitFunction("CloudBlockCode", functionString, "// CloudBlockCode");
145
157
  state._emitFunction("CloudBlockCodeFBM" + this.octaves, fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()), "// CloudBlockCode FBM");
146
158
  const localVariable = state._getFreeVariableName("st");
147
- const seedType = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? "vec2" : "vec3";
148
- state.compilationString += `${seedType} ${localVariable} = ${this.seed.associatedVariableName};\n`;
159
+ const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;
160
+ state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\n`;
149
161
  if (this.offsetX.isConnected) {
150
162
  state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\n`;
151
163
  }
152
164
  if (this.offsetY.isConnected) {
153
165
  state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\n`;
154
166
  }
155
- if (this.offsetZ.isConnected && seedType === "vec3") {
167
+ if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {
156
168
  state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\n`;
157
169
  }
158
170
  let chaosValue = "";
@@ -160,9 +172,12 @@ export class CloudBlock extends NodeMaterialBlock {
160
172
  chaosValue = this.chaos.associatedVariableName;
161
173
  }
162
174
  else {
163
- chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? "vec2(0., 0.)" : "vec3(0., 0., 0.)";
175
+ const addF = state.shaderLanguage === ShaderLanguage.WGSL ? "f" : "";
176
+ chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;
164
177
  }
165
- state.compilationString += state._declareOutput(this._outputs[0]) + ` = ${fbmNewName}(${localVariable}, ${chaosValue});\n`;
178
+ state.compilationString +=
179
+ state._declareOutput(this._outputs[0]) +
180
+ ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? "2" : "3"}(${localVariable}, ${chaosValue});\n`;
166
181
  return this;
167
182
  }
168
183
  _dumpPropertiesCode() {
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n const functionString = `\r\n\r\n float cloudRandom(in float p) { p = fract(p * 0.011); p *= p + 7.5; p *= p + p; return fract(p); }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise(in vec2 x, in vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise(in vec3 x, in vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n const fractalBrownianString = `\r\n float fbm(in vec2 st, in vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise(st, chaos);\r\n st *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm(in vec3 x, in vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n for (int i = 0; i < OCTAVES; ++i) {\r\n value += amplitude * cloudNoise(x, chaos);\r\n x = x * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"vec2\" : \"vec3\";\r\n\r\n state.compilationString += `${seedType} ${localVariable} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === \"vec3\") {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"vec2(0., 0.)\" : \"vec3(0., 0., 0.)\";\r\n }\r\n\r\n state.compilationString += state._declareOutput(this._outputs[0]) + ` = ${fbmNewName}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\n`;\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.octaves = this.octaves;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\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 { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `\r\n\r\n float cloudRandom(float p) { \r\n float temp = fract(p * 0.011); \r\n temp *= temp + 7.5; \r\n temp *= temp + temp; \r\n return fract(temp); \r\n }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise2(vec2 x, vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise3(vec3 x, vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n let fractalBrownianString = `\r\n float fbm2(vec2 st, vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n vec2 tempST = st;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise2(tempST, chaos);\r\n tempST *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm3(vec3 x, vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n vec3 tempX = x;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise3(tempX, chaos);\r\n tempX = tempX * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = state._babylonSLtoWGSL(functionString);\r\n fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);\r\n }\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;\r\n\r\n state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n const addF = state.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;\r\n }\r\n\r\n state.compilationString +=\r\n state._declareOutput(this._outputs[0]) +\r\n ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"2\" : \"3\"}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\n`;\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.octaves = this.octaves;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
@@ -96,55 +96,55 @@ export class ConditionalBlock extends NodeMaterialBlock {
96
96
  case ConditionalBlockConditions.Equal: {
97
97
  state.compilationString +=
98
98
  state._declareOutput(output) +
99
- ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\n`;
99
+ ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\n`;
100
100
  break;
101
101
  }
102
102
  case ConditionalBlockConditions.NotEqual: {
103
103
  state.compilationString +=
104
104
  state._declareOutput(output) +
105
- ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\n`;
105
+ ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\n`;
106
106
  break;
107
107
  }
108
108
  case ConditionalBlockConditions.LessThan: {
109
109
  state.compilationString +=
110
110
  state._declareOutput(output) +
111
- ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\n`;
111
+ ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\n`;
112
112
  break;
113
113
  }
114
114
  case ConditionalBlockConditions.LessOrEqual: {
115
115
  state.compilationString +=
116
116
  state._declareOutput(output) +
117
- ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\n`;
117
+ ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\n`;
118
118
  break;
119
119
  }
120
120
  case ConditionalBlockConditions.GreaterThan: {
121
121
  state.compilationString +=
122
122
  state._declareOutput(output) +
123
- ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\n`;
123
+ ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\n`;
124
124
  break;
125
125
  }
126
126
  case ConditionalBlockConditions.GreaterOrEqual: {
127
127
  state.compilationString +=
128
128
  state._declareOutput(output) +
129
- ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\n`;
129
+ ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\n`;
130
130
  break;
131
131
  }
132
132
  case ConditionalBlockConditions.Xor: {
133
133
  state.compilationString +=
134
134
  state._declareOutput(output) +
135
- ` = ${state._generateTertiary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\n`;
135
+ ` = ${state._generateTernary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\n`;
136
136
  break;
137
137
  }
138
138
  case ConditionalBlockConditions.Or: {
139
139
  state.compilationString +=
140
140
  state._declareOutput(output) +
141
- ` = ${state._generateTertiary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\n`;
141
+ ` = ${state._generateTernary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\n`;
142
142
  break;
143
143
  }
144
144
  case ConditionalBlockConditions.And: {
145
145
  state.compilationString +=
146
146
  state._declareOutput(output) +
147
- ` = ${state._generateTertiary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\n`;
147
+ ` = ${state._generateTernary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\n`;
148
148
  break;
149
149
  }
150
150
  }
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Operations supported by the ConditionalBlock block\r\n */\r\nexport enum ConditionalBlockConditions {\r\n /** Equal */\r\n Equal,\r\n /** NotEqual */\r\n NotEqual,\r\n /** LessThan */\r\n LessThan,\r\n /** GreaterThan */\r\n GreaterThan,\r\n /** LessOrEqual */\r\n LessOrEqual,\r\n /** GreaterOrEqual */\r\n GreaterOrEqual,\r\n /** Logical Exclusive OR */\r\n Xor,\r\n /** Logical Or */\r\n Or,\r\n /** Logical And */\r\n And,\r\n}\r\n\r\n/**\r\n * Block used to apply conditional operation between floats\r\n * @since 5.0.0\r\n */\r\nexport class ConditionalBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the condition applied by the block\r\n */\r\n public condition = ConditionalBlockConditions.LessThan;\r\n\r\n /**\r\n * Creates a new ConditionalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"true\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"false\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._linkConnectionTypes(2, 3);\r\n this._outputs[0]._typeConnectionSource = this._inputs[2];\r\n this._outputs[0]._defaultConnectionPointType = NodeMaterialBlockConnectionPointTypes.Float;\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 \"ConditionalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first operand component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second operand component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is true\r\n */\r\n public get true(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is false\r\n */\r\n public get false(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const trueStatement = this.true.isConnected ? this.true.associatedVariableName : \"1.0\";\r\n const falseStatement = this.false.isConnected ? this.false.associatedVariableName : \"0.0\";\r\n\r\n switch (this.condition) {\r\n case ConditionalBlockConditions.Equal: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.NotEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Xor: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Or: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.And: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.condition = this.condition;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.condition = serializationObject.condition;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString =\r\n super._dumpPropertiesCode() + `${this._codeVariableName}.condition = BABYLON.ConditionalBlockConditions.${ConditionalBlockConditions[this.condition]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConditionalBlock\", ConditionalBlock);\r\n"]}
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Operations supported by the ConditionalBlock block\r\n */\r\nexport enum ConditionalBlockConditions {\r\n /** Equal */\r\n Equal,\r\n /** NotEqual */\r\n NotEqual,\r\n /** LessThan */\r\n LessThan,\r\n /** GreaterThan */\r\n GreaterThan,\r\n /** LessOrEqual */\r\n LessOrEqual,\r\n /** GreaterOrEqual */\r\n GreaterOrEqual,\r\n /** Logical Exclusive OR */\r\n Xor,\r\n /** Logical Or */\r\n Or,\r\n /** Logical And */\r\n And,\r\n}\r\n\r\n/**\r\n * Block used to apply conditional operation between floats\r\n * @since 5.0.0\r\n */\r\nexport class ConditionalBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the condition applied by the block\r\n */\r\n public condition = ConditionalBlockConditions.LessThan;\r\n\r\n /**\r\n * Creates a new ConditionalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"true\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"false\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._linkConnectionTypes(2, 3);\r\n this._outputs[0]._typeConnectionSource = this._inputs[2];\r\n this._outputs[0]._defaultConnectionPointType = NodeMaterialBlockConnectionPointTypes.Float;\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 \"ConditionalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first operand component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second operand component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is true\r\n */\r\n public get true(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is false\r\n */\r\n public get false(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const trueStatement = this.true.isConnected ? this.true.associatedVariableName : \"1.0\";\r\n const falseStatement = this.false.isConnected ? this.false.associatedVariableName : \"0.0\";\r\n\r\n switch (this.condition) {\r\n case ConditionalBlockConditions.Equal: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.NotEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Xor: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Or: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.And: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.condition = this.condition;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.condition = serializationObject.condition;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString =\r\n super._dumpPropertiesCode() + `${this._codeVariableName}.condition = BABYLON.ConditionalBlockConditions.${ConditionalBlockConditions[this.condition]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConditionalBlock\", ConditionalBlock);\r\n"]}