@babylonjs/core 8.10.0 → 8.11.0

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Files changed (91) hide show
  1. package/Animations/runtimeAnimation.js +3 -1
  2. package/Animations/runtimeAnimation.js.map +1 -1
  3. package/AudioV2/abstractAudio/staticSound.d.ts +26 -1
  4. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +19 -0
  6. package/AudioV2/abstractAudio/staticSoundBuffer.js +5 -0
  7. package/AudioV2/abstractAudio/staticSoundBuffer.js.map +1 -1
  8. package/AudioV2/webAudio/webAudioStaticSound.d.ts +6 -2
  9. package/AudioV2/webAudio/webAudioStaticSound.js +21 -0
  10. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  11. package/Cameras/arcRotateCamera.js +1 -1
  12. package/Cameras/arcRotateCamera.js.map +1 -1
  13. package/Cameras/targetCamera.d.ts +12 -21
  14. package/Cameras/targetCamera.js +16 -37
  15. package/Cameras/targetCamera.js.map +1 -1
  16. package/Engines/abstractEngine.js +2 -2
  17. package/Engines/abstractEngine.js.map +1 -1
  18. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
  19. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +5 -6
  20. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  21. package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
  22. package/Lights/Shadows/cascadedShadowGenerator.js +12 -0
  23. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +14 -8
  25. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -10
  26. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  28. package/Materials/Node/Blocks/Dual/index.js +1 -0
  29. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  30. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +42 -0
  31. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +155 -0
  32. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -0
  33. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +4 -12
  34. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  35. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
  36. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +6 -0
  37. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  38. package/Materials/Node/Blocks/Input/inputBlock.js +1 -3
  39. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  40. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +4 -0
  41. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
  42. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +8 -2
  44. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  45. package/Materials/Node/nodeMaterial.js +7 -1
  46. package/Materials/Node/nodeMaterial.js.map +1 -1
  47. package/Materials/Node/nodeMaterialBlock.js +4 -0
  48. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  49. package/Materials/Node/nodeMaterialBuildState.d.ts +10 -8
  50. package/Materials/Node/nodeMaterialBuildState.js +24 -35
  51. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  52. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +7 -0
  53. package/Materials/Node/nodeMaterialBuildStateSharedData.js +7 -0
  54. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  55. package/Materials/Node/nodeMaterialDefault.js +4 -2
  56. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  57. package/Materials/Textures/thinTexture.js +3 -0
  58. package/Materials/Textures/thinTexture.js.map +1 -1
  59. package/Materials/uniformBuffer.js +2 -1
  60. package/Materials/uniformBuffer.js.map +1 -1
  61. package/Maths/math.vector.d.ts +6 -0
  62. package/Maths/math.vector.js +10 -4
  63. package/Maths/math.vector.js.map +1 -1
  64. package/Meshes/transformNode.d.ts +0 -8
  65. package/Meshes/transformNode.js +66 -88
  66. package/Meshes/transformNode.js.map +1 -1
  67. package/Misc/depthReducer.js +2 -6
  68. package/Misc/depthReducer.js.map +1 -1
  69. package/Misc/environmentTextureTools.d.ts +4 -0
  70. package/Misc/environmentTextureTools.js +1 -0
  71. package/Misc/environmentTextureTools.js.map +1 -1
  72. package/Misc/observable.d.ts +34 -3
  73. package/Misc/observable.js +1 -1
  74. package/Misc/observable.js.map +1 -1
  75. package/Physics/v2/characterController.d.ts +9 -0
  76. package/Physics/v2/characterController.js +17 -0
  77. package/Physics/v2/characterController.js.map +1 -1
  78. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
  79. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -0
  80. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  81. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +1 -1
  82. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  83. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  84. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  85. package/ShadersWGSL/background.fragment.js +1 -1
  86. package/ShadersWGSL/background.fragment.js.map +1 -1
  87. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +5 -4
  88. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  89. package/package.json +1 -1
  90. package/scene.js +4 -2
  91. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/intersectionFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nvarying vPositionW: vec3f;\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif \n#ifdef MAINUV2 \nvarying vMainUV2: vec2f; \n#endif \n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vDiffuseUV: vec2f;\n#endif\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<logDepthDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nfn fresnelSchlickEnvironmentGGX(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#ifdef PROJECTED_GROUND\n#include<intersectionFunctions>\nfn project(viewDirectionW: vec3f,eyePosition: vec3f)->vec3f {var radius: f32=uniforms.projectedGroundInfos.x;var height: f32=uniforms.projectedGroundInfos.y;var camDir: vec3f=-viewDirectionW;var skySphereDistance: f32=sphereIntersectFromOrigin(eyePosition,camDir,radius).x;var skySpherePositionW: vec3f=eyePosition+camDir*skySphereDistance;var p: vec3f=normalize(skySpherePositionW);var upEyePosition=vec3f(eyePosition.x,eyePosition.y-height,eyePosition.z);var sIntersection: f32=sphereIntersectFromOrigin(upEyePosition,p,radius).x;var h: vec3f= vec3f(0.0,-height,0.0);var dIntersection: f32=diskIntersectWithBackFaceCulling(upEyePosition,p,h,radius);p=(upEyePosition+min(sIntersection,dIntersection)*p);return p;}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(0.0,1.0,0.0);\n#endif\nvar shadow: f32=1.;var globalShadow: f32=0.;var shadowLightCount: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvar reflectionColor: vec4f= vec4f(1.,1.,1.,1.);\n#ifdef REFLECTION\n#ifdef PROJECTED_GROUND\nvar reflectionVector: vec3f=project(viewDirectionW,scene.vEyePosition.xyz);reflectionVector= (uniforms.reflectionMatrix*vec4f(reflectionVector,1.)).xyz;\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nvar reflectionLOD: f32=uniforms.vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD);var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var reflectionSpecularMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\ntextureSample(reflectionrHighSampler,reflectionrHighSamplerSampler,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvar reflectionSample: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor).rgb,reflectionColor.a);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor=vec4f(toLinearSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor=vec4f(reflectionColor.bgr,reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#endif\nvar diffuseColor: vec3f= vec3f(1.,1.,1.);var finalAlpha: f32=uniforms.alpha;\n#ifdef DIFFUSE\nvar diffuseMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap=vec4f(toLinearSpaceVec3(diffuseMap.rgb),diffuseMap.a);\n#endif\ndiffuseMap=vec4f(diffuseMap.rgb *uniforms.vDiffuseInfos.y,diffuseMap.a);\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar colorBase: vec3f=diffuseColor;\n#else\nvar colorBase: vec3f=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,vec3f(0.0));\n#ifdef USERGBCOLOR\nvar finalColor: vec3f=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvar mainColor: vec3f=mix(uniforms.vPrimaryColorShadow.rgb,uniforms.vPrimaryColor.rgb,colorBase);\n#else\nvar mainColor: vec3f=uniforms.vPrimaryColor.rgb;\n#endif\nvar finalColor: vec3f=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar reflectionAmount: vec3f=uniforms.vReflectionControl.xxx;var reflectionReflectance0: vec3f=uniforms.vReflectionControl.yyy;var reflectionReflectance90: vec3f=uniforms.vReflectionControl.zzz;var VdotN: f32=dot(normalize(scene.vEyePosition.xyz),normalW);var planarReflectionFresnel: vec3f=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nvar reflectionDistanceFalloff: f32=1.0-saturate(length(vPositionW.xyz-uniforms.vBackgroundCenter)*uniforms.vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturateVec3(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nvar viewAngleToFloor: f32=dot(normalW,normalize(scene.vEyePosition.xyz-uniforms.vBackgroundCenter));const startAngle: f32=0.1;var fadeFactor: f32=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*uniforms.shadowLevel,finalColor,globalShadow);\n#endif\nvar color: vec4f= vec4f(finalColor,finalAlpha);\n#else\nvar color: vec4f= vec4f(uniforms.vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*uniforms.alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor=vec4f(clamp(color.rgb,vec3f(0.),vec3f(30.0)),color.a);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb *color.a,color.a);\n#endif\n#ifdef NOISE\ncolor=vec4f(color.rgb+dither(fragmentInputs.vPositionW.xy,0.5),color.a);color=max(color,vec4f(0.0));\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"background.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/background.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,wCAAwC,CAAC;AAChD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,gCAAgC,CAAC;AACxC,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/intersectionFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"backgroundPixelShader\";\nconst shader = `#include<backgroundUboDeclaration>\n#include<helperFunctions>\nvarying vPositionW: vec3f;\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif \n#ifdef MAINUV2 \nvarying vMainUV2: vec2f; \n#endif \n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vDiffuseUV: vec2f;\n#endif\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<logDepthDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nfn fresnelSchlickEnvironmentGGX(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#ifdef PROJECTED_GROUND\n#include<intersectionFunctions>\nfn project(viewDirectionW: vec3f,eyePosition: vec3f)->vec3f {var radius: f32=uniforms.projectedGroundInfos.x;var height: f32=uniforms.projectedGroundInfos.y;var camDir: vec3f=-viewDirectionW;var skySphereDistance: f32=sphereIntersectFromOrigin(eyePosition,camDir,radius).x;var skySpherePositionW: vec3f=eyePosition+camDir*skySphereDistance;var p: vec3f=normalize(skySpherePositionW);var upEyePosition=vec3f(eyePosition.x,eyePosition.y-height,eyePosition.z);var sIntersection: f32=sphereIntersectFromOrigin(upEyePosition,p,radius).x;var h: vec3f= vec3f(0.0,-height,0.0);var dIntersection: f32=diskIntersectWithBackFaceCulling(upEyePosition,p,h,radius);p=(upEyePosition+min(sIntersection,dIntersection)*p);return p;}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(0.0,1.0,0.0);\n#endif\nvar shadow: f32=1.;var globalShadow: f32=0.;var shadowLightCount: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvar reflectionColor: vec4f= vec4f(1.,1.,1.,1.);\n#ifdef REFLECTION\n#ifdef PROJECTED_GROUND\nvar reflectionVector: vec3f=project(viewDirectionW,scene.vEyePosition.xyz);reflectionVector= (uniforms.reflectionMatrix*vec4f(reflectionVector,1.)).xyz;\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nvar reflectionLOD: f32=uniforms.vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(uniforms.vReflectionMicrosurfaceInfos.x)*uniforms.vReflectionMicrosurfaceInfos.y+uniforms.vReflectionMicrosurfaceInfos.z;reflectionColor=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD);var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var reflectionSpecularMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\ntextureSample(reflectionrHighSampler,reflectionrHighSamplerSampler,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvar reflectionSample: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor).rgb,reflectionColor.a);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor=vec4f(toLinearSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor=vec4f(reflectionColor.bgr,reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#endif\nvar diffuseColor: vec3f= vec3f(1.,1.,1.);var finalAlpha: f32=uniforms.alpha;\n#ifdef DIFFUSE\nvar diffuseMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap=vec4f(toLinearSpaceVec3(diffuseMap.rgb),diffuseMap.a);\n#endif\ndiffuseMap=vec4f(diffuseMap.rgb *uniforms.vDiffuseInfos.y,diffuseMap.a);\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar colorBase: vec3f=diffuseColor;\n#else\nvar colorBase: vec3f=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,vec3f(0.0));\n#ifdef USERGBCOLOR\nvar finalColor: vec3f=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvar mainColor: vec3f=mix(uniforms.vPrimaryColorShadow.rgb,uniforms.vPrimaryColor.rgb,colorBase);\n#else\nvar mainColor: vec3f=uniforms.vPrimaryColor.rgb;\n#endif\nvar finalColor: vec3f=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar reflectionAmount: vec3f=uniforms.vReflectionControl.xxx;var reflectionReflectance0: vec3f=uniforms.vReflectionControl.yyy;var reflectionReflectance90: vec3f=uniforms.vReflectionControl.zzz;var VdotN: f32=dot(normalize(scene.vEyePosition.xyz),normalW);var planarReflectionFresnel: vec3f=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nvar reflectionDistanceFalloff: f32=1.0-saturate(length(vPositionW.xyz-uniforms.vBackgroundCenter)*uniforms.vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturateVec3(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nvar viewAngleToFloor: f32=dot(normalW,normalize(scene.vEyePosition.xyz-uniforms.vBackgroundCenter));const startAngle: f32=0.1;var fadeFactor: f32=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*uniforms.shadowLevel,finalColor,globalShadow);\n#endif\nvar color: vec4f= vec4f(finalColor,finalAlpha);\n#else\nvar color: vec4f= vec4f(uniforms.vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*uniforms.alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor=vec4f(clamp(color.rgb,vec3f(0.),vec3f(30.0)),color.a);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb *color.a,color.a);\n#endif\n#ifdef NOISE\ncolor=vec4f(color.rgb+dither(fragmentInputs.vPositionW.xy,0.5),color.a);color=max(color,vec4f(0.0));\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundPixelShaderWGSL = { name, shader };\n"]}
@@ -1,14 +1,15 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblShadowGBufferDebugPixelShader";
4
- const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;
4
+ const shader = `varying vUV : vec2f;var textureSamplerSampler : sampler;var textureSampler : texture_2d<f32>;var depthSamplerSampler : sampler;var depthSampler : texture_2d<f32>;var normalSamplerSampler : sampler;var normalSampler : texture_2d<f32>;var positionSamplerSampler : sampler;var positionSampler : texture_2d<f32>;var velocitySamplerSampler : sampler;var velocitySampler : texture_2d<f32>;uniform sizeParams : vec4f;
5
5
  #define offsetX uniforms.sizeParams.x
6
6
  #define offsetY uniforms.sizeParams.y
7
7
  #define widthScale uniforms.sizeParams.z
8
8
  #define heightScale uniforms.sizeParams.w
9
- @fragment
10
- fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =
11
- vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;
9
+ @fragment fn main(input : FragmentInputs)->FragmentOutputs {var uv : vec2f=
10
+ vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth : vec4f=textureSample(depthSampler,depthSamplerSampler,input.vUV);var worldNormal: vec4f=textureSample(normalSampler,normalSamplerSampler,input.vUV);var worldPosition : vec4f=textureSample(positionSampler,positionSamplerSampler,input.vUV);var velocityLinear : vec4f=textureSample(velocitySampler,velocitySamplerSampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear =
11
+ vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,
12
+ velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;
12
13
  // Sideeffect
13
14
  if (!ShaderStore.ShadersStoreWGSL[name]) {
14
15
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;y7BAO06B,CAAC;AAC17B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;+NAQgN,CAAC;AAChO,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV : vec2f;var textureSamplerSampler : sampler;var textureSampler : texture_2d<f32>;var depthSamplerSampler : sampler;var depthSampler : texture_2d<f32>;var normalSamplerSampler : sampler;var normalSampler : texture_2d<f32>;var positionSamplerSampler : sampler;var positionSampler : texture_2d<f32>;var velocitySamplerSampler : sampler;var velocitySampler : texture_2d<f32>;uniform sizeParams : vec4f;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment fn main(input : FragmentInputs)->FragmentOutputs {var uv : vec2f=\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth : vec4f=textureSample(depthSampler,depthSamplerSampler,input.vUV);var worldNormal: vec4f=textureSample(normalSampler,normalSamplerSampler,input.vUV);var worldPosition : vec4f=textureSample(positionSampler,positionSamplerSampler,input.vUV);var velocityLinear : vec4f=textureSample(velocitySampler,velocitySamplerSampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear =\nvec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,\nvelocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.10.0",
3
+ "version": "8.11.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.js CHANGED
@@ -572,6 +572,7 @@ export class Scene {
572
572
  if (value) {
573
573
  this._currentCustomRenderFunction = this.customRenderFunction;
574
574
  this.customRenderFunction = this._renderWithFrameGraph;
575
+ this.activeCamera = null;
575
576
  }
576
577
  }
577
578
  /**
@@ -3932,6 +3933,7 @@ export class Scene {
3932
3933
  }
3933
3934
  }
3934
3935
  }
3936
+ this.onBeforeRenderObservable.notifyObservers(this);
3935
3937
  // We must keep these steps because the procedural texture component relies on them.
3936
3938
  // TODO: move the procedural texture component to the frame graph.
3937
3939
  for (const step of this._beforeClearStage) {
@@ -4055,8 +4057,6 @@ export class Scene {
4055
4057
  }
4056
4058
  }
4057
4059
  }
4058
- // Before render
4059
- this.onBeforeRenderObservable.notifyObservers(this);
4060
4060
  // Custom render function?
4061
4061
  if (this.customRenderFunction) {
4062
4062
  this._renderId++;
@@ -4064,6 +4064,8 @@ export class Scene {
4064
4064
  this.customRenderFunction(updateCameras, ignoreAnimations);
4065
4065
  }
4066
4066
  else {
4067
+ // Before render
4068
+ this.onBeforeRenderObservable.notifyObservers(this);
4067
4069
  // Customs render targets
4068
4070
  this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
4069
4071
  const currentActiveCamera = this.activeCameras?.length ? this.activeCameras[0] : this.activeCamera;