@babylonjs/core 8.10.0 → 8.11.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/runtimeAnimation.js +3 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +26 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +19 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js +5 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +6 -2
- package/AudioV2/webAudio/webAudioStaticSound.js +21 -0
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +12 -21
- package/Cameras/targetCamera.js +16 -37
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +5 -6
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +12 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +14 -8
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -10
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +42 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +155 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +4 -12
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +6 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -3
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +8 -2
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +10 -8
- package/Materials/Node/nodeMaterialBuildState.js +24 -35
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +7 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +7 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.js +4 -2
- package/Materials/Node/nodeMaterialDefault.js.map +1 -1
- package/Materials/Textures/thinTexture.js +3 -0
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/uniformBuffer.js +2 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -0
- package/Maths/math.vector.js +10 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/transformNode.d.ts +0 -8
- package/Meshes/transformNode.js +66 -88
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/depthReducer.js +2 -6
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +4 -0
- package/Misc/environmentTextureTools.js +1 -0
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/observable.d.ts +34 -3
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Physics/v2/characterController.d.ts +9 -0
- package/Physics/v2/characterController.js +17 -0
- package/Physics/v2/characterController.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +5 -4
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +4 -2
- package/scene.js.map +1 -1
|
@@ -1,6 +1,5 @@
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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
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-
import { SfeModeDefine } from "../../nodeMaterialBuildState.js";
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import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
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import { RegisterClass } from "../../../../Misc/typeStore.js";
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import { Texture } from "../../../Textures/texture.js";
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@@ -9,6 +8,12 @@ import { Texture } from "../../../Textures/texture.js";
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* Base block used as input for post process
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*/
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export class CurrentScreenBlock extends NodeMaterialBlock {
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/**
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* The name of the sampler to read the screen texture from.
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*/
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get samplerName() {
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return this._samplerName;
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}
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/**
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* Create a new CurrentScreenBlock
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* @param name defines the block name
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@@ -110,6 +115,9 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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}
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return true;
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}
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_getMainUvName(state) {
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return "vMain" + this.uv.associatedVariableName;
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}
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_injectVertexCode(state) {
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const uvInput = this.uv;
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if (uvInput.connectedPoint.ownerBlock.isInput) {
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@@ -171,6 +179,10 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\n`;
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state.compilationString += `#endif\n`;
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}
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_emitUvAndSampler(state) {
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state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
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state._emit2DSampler(this._samplerName);
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}
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_buildBlock(state) {
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super._buildBlock(state);
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this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
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@@ -183,14 +195,10 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {
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state.sharedData.blocksWithDefines.push(this);
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}
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-
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this.
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// SFE: Wrap the varying in a define, as it won't be needed there.
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const define = state.isSFEMode ? SfeModeDefine : undefined;
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state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, define, true);
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this._mainUVName = this._getMainUvName(state);
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this._emitUvAndSampler(state);
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if (state.target !== NodeMaterialBlockTargets.Fragment) {
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// Vertex
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state._emit2DSampler(this._samplerName);
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this._injectVertexCode(state);
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return;
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}
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@@ -198,9 +206,6 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
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return;
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}
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// SFE: Append `// main` to denote this as the main input texture to composite.
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const annotation = state.isSFEMode ? "// main" : undefined;
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state._emit2DSampler(this._samplerName, undefined, undefined, annotation);
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this._linearDefineName = state._getFreeDefineName("ISLINEAR");
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this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
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const comments = `//${this.name}`;
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { SfeModeDefine } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n private _samplerName = \"textureSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\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 \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n // SFE: We rely on the default postprocess.vertex shader to supply our varying, which is named vUV.\r\n this._mainUVName = state.isSFEMode ? \"vUV\" : \"vMain\" + this.uv.associatedVariableName;\r\n\r\n // SFE: Wrap the varying in a define, as it won't be needed there.\r\n const define = state.isSFEMode ? SfeModeDefine : undefined;\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, define, true);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n // SFE: Append `// main` to denote this as the main input texture to composite.\r\n const annotation = state.isSFEMode ? \"// main\" : undefined;\r\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
|
|
1
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+
{"version":3,"file":"currentScreenBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/currentScreenBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAMhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AAIpD,OAAO,EAAE,SAAS,EAAE,yCAA+B;AAEnD;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,iBAAiB;IAOrD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAiBD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAjClD,iBAAY,GAAG,gBAAgB,CAAC;QAkB1C;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAEnC;;WAEG;QACI,yBAAoB,GAAG,KAAK,CAAC;QAShC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAEvB,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAC5G,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAC3G,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAExG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAChJ,CAAC;QAEF,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAClD,CAAC;IAED,IAAoB,MAAM;QACtB,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;QACtD,CAAC;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,WAAY,CAAC,OAAO,EAAE,CAAC;YAC/B,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;QACtD,CAAC;QAED,OAAO,wBAAwB,CAAC,QAAQ,CAAC;IAC7C,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,CAAC;QACzE,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC;IAC7E,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,EAAE,CAAC;YACvD,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,cAAc,CAAC,KAA6B;QAClD,OAAO,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC,sBAAsB,CAAC;IACpD,CAAC;IAES,iBAAiB,CAAC,KAA6B;QACrD,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,OAAO,CAAC,cAAe,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;YAC7C,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAe,CAAC,UAAwB,CAAC;YAE3E,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC;gBACjC,KAAK,CAAC,sBAAsB,CAAC,OAAO,CAAC,sBAAsB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;YAChH,CAAC;QACL,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,WAAW,MAAM,OAAO,CAAC,sBAAsB,QAAQ,CAAC;QAE3F,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,EAAE,CAAC;YAC1D,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAEpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjC,IAAI,MAAM,CAAC,YAAY,EAAE,CAAC;gBACtB,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YACxD,CAAC;QACL,CAAC;IACL,CAAC;IAES,iBAAiB,CAAC,KAA6B,EAAE,UAAU,GAAG,KAAK;QACzE,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;gBACrD,OAAO;YACX,CAAC;YACD,MAAM,eAAe,GACjB,KAAK,CAAC,cAAc,gCAAwB;gBACxC,CAAC,CAAC,aAAa,IAAI,CAAC,YAAY,GAAG;gBACnC,CAAC,CAAC,sBAAsB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;YAEzG,MAAM,UAAU,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC;YAE7E,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,OAAO,CAAC,sBAAsB,GAAG,UAAU,MAAM,CAAC;YACrM,OAAO;QACX,CAAC;QAED,MAAM,eAAe,GACjB,KAAK,CAAC,cAAc,gCAAwB;YACxC,CAAC,CAAC,aAAa,IAAI,CAAC,YAAY,GAAG;YACnC,CAAC,CAAC,iBAAiB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;QAEpG,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YAClE,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,OAAO,CAAC,sBAAsB,MAAM,CAAC;YACxL,OAAO;QACX,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,IAAI,CAAC,WAAW,MAAM,CAAC;IAC9K,CAAC;IAES,YAAY,CAAC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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n protected _samplerName = \"textureSampler\";\r\n protected _linearDefineName: string;\r\n protected _gammaDefineName: string;\r\n protected _mainUVName: string;\r\n protected _tempTextureRead: string;\r\n\r\n /**\r\n * The name of the sampler to read the screen texture from.\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\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 \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected _getMainUvName(state: NodeMaterialBuildState): string {\r\n return \"vMain\" + this.uv.associatedVariableName;\r\n }\r\n\r\n protected _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n protected _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n protected _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected _emitUvAndSampler(state: NodeMaterialBuildState) {\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n this._mainUVName = this._getMainUvName(state);\r\n\r\n this._emitUvAndSampler(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
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@@ -7,6 +7,7 @@ export * from "./currentScreenBlock.js";
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export * from "./sceneDepthBlock.js";
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export * from "./imageSourceBlock.js";
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export * from "./clipPlanesBlock.js";
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export * from "./smartFilterTextureBlock.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
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@@ -7,6 +7,7 @@ export * from "./currentScreenBlock.js";
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export * from "./sceneDepthBlock.js";
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export * from "./imageSourceBlock.js";
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export * from "./clipPlanesBlock.js";
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export * from "./smartFilterTextureBlock.js";
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// async-loaded shaders
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// clipPlaneBlock
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;
|
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,2BAA2B,CAAC;AAE1C,uBAAuB;AAEvB,iBAAiB;AACjB,cAAc,0DAA0D,CAAC;AACzE,cAAc,qEAAqE,CAAC;AACpF,cAAc,wDAAwD,CAAC;AACvE,cAAc,mEAAmE,CAAC;AAClF,cAAc,sDAAsD,CAAC;AACrE,cAAc,iEAAiE,CAAC;AAChF,cAAc,oDAAoD,CAAC;AACnE,cAAc,+DAA+D,CAAC;AAE9E,WAAW;AACX,cAAc,+DAA+D,CAAC;AAC9E,cAAc,2DAA2D,CAAC;AAE1E,aAAa;AACb,cAAc,sDAAsD,CAAC;AACrE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,8DAA8D,CAAC;AAC7E,cAAc,wDAAwD,CAAC;AACvE,cAAc,gEAAgE,CAAC;AAC/E,cAAc,iEAAiE,CAAC;AAChF,cAAc,sDAAsD,CAAC;AACrE,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AACjE,cAAc,wDAAwD,CAAC;AACvE,cAAc,0DAA0D,CAAC;AACzE,cAAc,+DAA+D,CAAC;AAC9E,cAAc,oDAAoD,CAAC;AACnE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AAEjE,yBAAyB;AACzB,cAAc,2DAA2D,CAAC;AAC1E,cAAc,uDAAuD,CAAC","sourcesContent":["export * from \"./fogBlock\";\r\nexport * from \"./lightBlock\";\r\nexport * from \"./textureBlock\";\r\nexport * from \"./reflectionTextureBaseBlock\";\r\nexport * from \"./reflectionTextureBlock\";\r\nexport * from \"./currentScreenBlock\";\r\nexport * from \"./sceneDepthBlock\";\r\nexport * from \"./imageSourceBlock\";\r\nexport * from \"./clipPlanesBlock\";\r\nexport * from \"./smartFilterTextureBlock\";\r\n\r\n// async-loaded shaders\r\n\r\n// clipPlaneBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\r\n\r\n// fogBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\";\r\n\r\n// lightBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n// reflectionTextureBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/reflectionFunction\";\r\nexport * from \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\n"]}
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@@ -0,0 +1,42 @@
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1
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+
import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
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2
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import { CurrentScreenBlock } from "./currentScreenBlock.js";
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import type { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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import type { NodeMaterial } from "../../nodeMaterial.js";
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import type { Scene } from "../../../../scene.js";
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/** @internal */
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export declare const SfeModeDefine = "USE_SFE_FRAMEWORK";
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/**
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* Base block used for creating Smart Filter shader blocks for the SFE framework.
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+
* This block extends the functionality of CurrentScreenBlock, as both are used
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+
* to represent arbitrary 2D textures to compose, and work similarly.
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*/
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+
export declare class SmartFilterTextureBlock extends CurrentScreenBlock {
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/**
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+
* A boolean indicating whether this block should be the main input for the SFE pipeline.
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* If true, it can be used in SFE for auto-disabling.
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*/
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isMainInput: boolean;
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/**
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* Create a new SmartFilterTextureBlock
|
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* @param name defines the block name
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+
*/
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constructor(name: string);
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/**
|
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* Gets the current class name
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* @returns the class name
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+
*/
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+
getClassName(): string;
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+
/**
|
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+
* Initialize the block and prepare the context for build
|
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* @param state defines the state that will be used for the build
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+
*/
|
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+
initialize(state: NodeMaterialBuildState): void;
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+
private _generateInputBlockAnnotation;
|
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+
private _generateScreenSizeBlockAnnotation;
|
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36
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+
protected _getMainUvName(state: NodeMaterialBuildState): string;
|
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+
protected _emitUvAndSampler(state: NodeMaterialBuildState): void;
|
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+
autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
|
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|
+
protected _buildBlock(state: NodeMaterialBuildState): this;
|
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+
serialize(): any;
|
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+
_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
|
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+
}
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@@ -0,0 +1,155 @@
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1
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+
import { __decorate } from "../../../../tslib.es6.js";
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2
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+
import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
|
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3
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+
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
|
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4
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+
import { NodeMaterialModes } from "../../Enums/nodeMaterialModes.js";
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5
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+
import { CurrentScreenBlock } from "./currentScreenBlock.js";
|
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6
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+
import { RegisterClass } from "../../../../Misc/typeStore.js";
|
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7
|
+
import { InputBlock } from "../Input/inputBlock.js";
|
|
8
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+
import { ScreenSizeBlock } from "../Fragment/screenSizeBlock.js";
|
|
9
|
+
import { Logger } from "../../../../Misc/logger.js";
|
|
10
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+
import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
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11
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+
/** @internal */
|
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12
|
+
export const SfeModeDefine = "USE_SFE_FRAMEWORK";
|
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13
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+
/**
|
|
14
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+
* Base block used for creating Smart Filter shader blocks for the SFE framework.
|
|
15
|
+
* This block extends the functionality of CurrentScreenBlock, as both are used
|
|
16
|
+
* to represent arbitrary 2D textures to compose, and work similarly.
|
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17
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+
*/
|
|
18
|
+
export class SmartFilterTextureBlock extends CurrentScreenBlock {
|
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+
/**
|
|
20
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+
* Create a new SmartFilterTextureBlock
|
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21
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+
* @param name defines the block name
|
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+
*/
|
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+
constructor(name) {
|
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+
super(name);
|
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+
/**
|
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+
* A boolean indicating whether this block should be the main input for the SFE pipeline.
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+
* If true, it can be used in SFE for auto-disabling.
|
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+
*/
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+
this.isMainInput = false;
|
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+
}
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+
/**
|
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+
* Gets the current class name
|
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33
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+
* @returns the class name
|
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+
*/
|
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35
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+
getClassName() {
|
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+
return "SmartFilterTextureBlock";
|
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|
+
}
|
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|
+
/**
|
|
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+
* Initialize the block and prepare the context for build
|
|
40
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+
* @param state defines the state that will be used for the build
|
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+
*/
|
|
42
|
+
initialize(state) {
|
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|
+
super.initialize(state);
|
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|
+
this._samplerName = state._getFreeVariableName(this.name);
|
|
45
|
+
if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {
|
|
46
|
+
Logger.Error("SmartFilterTextureBlock: Should not be used outside of SFE mode.");
|
|
47
|
+
}
|
|
48
|
+
if (state.sharedData.nodeMaterial.shaderLanguage !== 0 /* ShaderLanguage.GLSL */) {
|
|
49
|
+
Logger.Error("SmartFilterTextureBlock: WebGPU is not supported by SFE mode.");
|
|
50
|
+
}
|
|
51
|
+
// Tell FragmentOutputBlock ahead of time to store the final color in a temp variable
|
|
52
|
+
if (!state._customOutputName && state.target === NodeMaterialBlockTargets.Fragment) {
|
|
53
|
+
state._customOutputName = "outColor";
|
|
54
|
+
}
|
|
55
|
+
// Annotate uniforms of InputBlocks and bindable blocks with their current values
|
|
56
|
+
if (!state.sharedData.formatConfig.getUniformAnnotation) {
|
|
57
|
+
state.sharedData.formatConfig.getUniformAnnotation = (name) => {
|
|
58
|
+
for (const block of state.sharedData.nodeMaterial.attachedBlocks) {
|
|
59
|
+
if (block instanceof InputBlock && block.isUniform && block.associatedVariableName === name) {
|
|
60
|
+
return this._generateInputBlockAnnotation(block);
|
|
61
|
+
}
|
|
62
|
+
if (block instanceof ScreenSizeBlock && block.associatedVariableName === name) {
|
|
63
|
+
return this._generateScreenSizeBlockAnnotation();
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
return "";
|
|
67
|
+
};
|
|
68
|
+
}
|
|
69
|
+
// Do our best to clean up variable names, as they will be used as display names.
|
|
70
|
+
state.sharedData.formatConfig.formatVariablename = (n) => {
|
|
71
|
+
let name = n;
|
|
72
|
+
const hasUnderscoredPrefix = name.length > 1 && name[1] === "_";
|
|
73
|
+
if (hasUnderscoredPrefix) {
|
|
74
|
+
name = name.substring(2);
|
|
75
|
+
}
|
|
76
|
+
return name.replace(/[^a-zA-Z]+/g, "");
|
|
77
|
+
};
|
|
78
|
+
}
|
|
79
|
+
_generateInputBlockAnnotation(inputBlock) {
|
|
80
|
+
const value = inputBlock.valueCallback ? inputBlock.valueCallback() : inputBlock.value;
|
|
81
|
+
return `// { "default": ${JSON.stringify(value)} }\n`;
|
|
82
|
+
}
|
|
83
|
+
_generateScreenSizeBlockAnnotation() {
|
|
84
|
+
return `// { "autoBind": "outputResolution" }\n`;
|
|
85
|
+
}
|
|
86
|
+
_getMainUvName(state) {
|
|
87
|
+
// Get the ScreenUVBlock's name, which is required for SFE and should be vUV.
|
|
88
|
+
// NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.
|
|
89
|
+
const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === "postprocess_uv");
|
|
90
|
+
if (!screenUv || !screenUv.isAnAncestorOf(this)) {
|
|
91
|
+
Logger.Error("SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.");
|
|
92
|
+
return "";
|
|
93
|
+
}
|
|
94
|
+
return screenUv.associatedVariableName;
|
|
95
|
+
}
|
|
96
|
+
_emitUvAndSampler(state) {
|
|
97
|
+
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
98
|
+
// Wrap the varying in a define, as it won't be needed in SFE.
|
|
99
|
+
state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);
|
|
100
|
+
// Append `// main` to denote this as the main input texture to composite
|
|
101
|
+
const annotation = this.isMainInput ? "// main" : undefined;
|
|
102
|
+
state._emit2DSampler(this._samplerName, undefined, undefined, annotation);
|
|
103
|
+
}
|
|
104
|
+
}
|
|
105
|
+
autoConfigure(material, additionalFilteringInfo = () => true) {
|
|
106
|
+
if (!this.uv.isConnected) {
|
|
107
|
+
let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "postprocess_uv" && additionalFilteringInfo(b));
|
|
108
|
+
if (!uvInput) {
|
|
109
|
+
uvInput = new InputBlock("uv");
|
|
110
|
+
uvInput.setAsAttribute("postprocess_uv");
|
|
111
|
+
}
|
|
112
|
+
uvInput.output.connectTo(this.uv);
|
|
113
|
+
}
|
|
114
|
+
}
|
|
115
|
+
_buildBlock(state) {
|
|
116
|
+
super._buildBlock(state);
|
|
117
|
+
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
118
|
+
// Add the header JSON for the SFE block
|
|
119
|
+
if (!state._injectAtTop) {
|
|
120
|
+
state._injectAtTop = `// { "smartFilterBlockType": "${state.sharedData.nodeMaterial.name}", "namespace": "Babylon.NME.Exports" }`;
|
|
121
|
+
}
|
|
122
|
+
// Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.
|
|
123
|
+
if (!state._customEntryHeader) {
|
|
124
|
+
state._customEntryHeader += `#ifdef ${SfeModeDefine}\n`;
|
|
125
|
+
state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\n`;
|
|
126
|
+
state._customEntryHeader += `#else\n`;
|
|
127
|
+
state._customEntryHeader += `void main(void) {\n`;
|
|
128
|
+
state._customEntryHeader += `#endif\n`;
|
|
129
|
+
state._customEntryHeader += `vec4 outColor = vec4(0.0);\n`;
|
|
130
|
+
}
|
|
131
|
+
if (!state._injectAtEnd) {
|
|
132
|
+
state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
|
|
133
|
+
state._injectAtEnd += `gl_FragColor = outColor;\n`;
|
|
134
|
+
state._injectAtEnd += `#else\n`;
|
|
135
|
+
state._injectAtEnd += `return outColor;\n`;
|
|
136
|
+
state._injectAtEnd += `#endif\n`;
|
|
137
|
+
}
|
|
138
|
+
}
|
|
139
|
+
return this;
|
|
140
|
+
}
|
|
141
|
+
serialize() {
|
|
142
|
+
const serializationObject = super.serialize();
|
|
143
|
+
serializationObject.isMainInput = this.isMainInput;
|
|
144
|
+
return serializationObject;
|
|
145
|
+
}
|
|
146
|
+
_deserialize(serializationObject, scene, rootUrl) {
|
|
147
|
+
super._deserialize(serializationObject, scene, rootUrl);
|
|
148
|
+
this.isMainInput = serializationObject.isMainInput;
|
|
149
|
+
}
|
|
150
|
+
}
|
|
151
|
+
__decorate([
|
|
152
|
+
editableInPropertyPage("Is Main Input", 0 /* PropertyTypeForEdition.Boolean */, undefined, { notifiers: { rebuild: true } })
|
|
153
|
+
], SmartFilterTextureBlock.prototype, "isMainInput", void 0);
|
|
154
|
+
RegisterClass("BABYLON.SmartFilterTextureBlock", SmartFilterTextureBlock);
|
|
155
|
+
//# sourceMappingURL=smartFilterTextureBlock.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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AS,EAAE,EAAE,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC;4DACjF;AA0JxC,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\nimport { ScreenSizeBlock } from \"../Fragment/screenSizeBlock\";\nimport { Logger } from \"core/Misc/logger\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\nimport type { Scene } from \"core/scene\";\n\n/** @internal */\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\n\n/**\n * Base block used for creating Smart Filter shader blocks for the SFE framework.\n * This block extends the functionality of CurrentScreenBlock, as both are used\n * to represent arbitrary 2D textures to compose, and work similarly.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n /**\n * A boolean indicating whether this block should be the main input for the SFE pipeline.\n * If true, it can be used in SFE for auto-disabling.\n */\n @editableInPropertyPage(\"Is Main Input\", PropertyTypeForEdition.Boolean, undefined, { notifiers: { rebuild: true } })\n public isMainInput: boolean = false;\n\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n super.initialize(state);\n\n this._samplerName = state._getFreeVariableName(this.name);\n\n if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {\n Logger.Error(\"SmartFilterTextureBlock: Should not be used outside of SFE mode.\");\n }\n\n if (state.sharedData.nodeMaterial.shaderLanguage !== ShaderLanguage.GLSL) {\n Logger.Error(\"SmartFilterTextureBlock: WebGPU is not supported by SFE mode.\");\n }\n\n // Tell FragmentOutputBlock ahead of time to store the final color in a temp variable\n if (!state._customOutputName && state.target === NodeMaterialBlockTargets.Fragment) {\n state._customOutputName = \"outColor\";\n }\n\n // Annotate uniforms of InputBlocks and bindable blocks with their current values\n if (!state.sharedData.formatConfig.getUniformAnnotation) {\n state.sharedData.formatConfig.getUniformAnnotation = (name: string) => {\n for (const block of state.sharedData.nodeMaterial.attachedBlocks) {\n if (block instanceof InputBlock && block.isUniform && block.associatedVariableName === name) {\n return this._generateInputBlockAnnotation(block);\n }\n if (block instanceof ScreenSizeBlock && block.associatedVariableName === name) {\n return this._generateScreenSizeBlockAnnotation();\n }\n }\n return \"\";\n };\n }\n\n // Do our best to clean up variable names, as they will be used as display names.\n state.sharedData.formatConfig.formatVariablename = (n: string) => {\n let name = n;\n\n const hasUnderscoredPrefix = name.length > 1 && name[1] === \"_\";\n if (hasUnderscoredPrefix) {\n name = name.substring(2);\n }\n\n return name.replace(/[^a-zA-Z]+/g, \"\");\n };\n }\n\n private _generateInputBlockAnnotation(inputBlock: InputBlock): string {\n const value = inputBlock.valueCallback ? inputBlock.valueCallback() : inputBlock.value;\n return `// { \"default\": ${JSON.stringify(value)} }\\n`;\n }\n\n private _generateScreenSizeBlockAnnotation(): string {\n return `// { \"autoBind\": \"outputResolution\" }\\n`;\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n Logger.Error(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n return \"\";\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n\n // Append `// main` to denote this as the main input texture to composite\n const annotation = this.isMainInput ? \"// main\" : undefined;\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n protected override _buildBlock(state: NodeMaterialBuildState) {\n super._buildBlock(state);\n\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Add the header JSON for the SFE block\n if (!state._injectAtTop) {\n state._injectAtTop = `// { \"smartFilterBlockType\": \"${state.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Exports\" }`;\n }\n\n // Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.\n if (!state._customEntryHeader) {\n state._customEntryHeader += `#ifdef ${SfeModeDefine}\\n`;\n state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\\n`;\n state._customEntryHeader += `#else\\n`;\n state._customEntryHeader += `void main(void) {\\n`;\n state._customEntryHeader += `#endif\\n`;\n state._customEntryHeader += `vec4 outColor = vec4(0.0);\\n`;\n }\n\n if (!state._injectAtEnd) {\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\n state._injectAtEnd += `#else\\n`;\n state._injectAtEnd += `return outColor;\\n`;\n state._injectAtEnd += `#endif\\n`;\n }\n }\n\n return this;\n }\n\n public override serialize(): any {\n const serializationObject = super.serialize();\n serializationObject.isMainInput = this.isMainInput;\n return serializationObject;\n }\n\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.isMainInput = serializationObject.isMainInput;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
|
|
@@ -1,7 +1,6 @@
|
|
|
1
1
|
import { __decorate } from "../../../../tslib.es6.js";
|
|
2
2
|
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
|
|
3
3
|
import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
|
|
4
|
-
import { SfeModeDefine } from "../../nodeMaterialBuildState.js";
|
|
5
4
|
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
|
|
6
5
|
import { RegisterClass } from "../../../../Misc/typeStore.js";
|
|
7
6
|
import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
|
|
@@ -132,20 +131,13 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
|
|
|
132
131
|
const comments = `//${this.name}`;
|
|
133
132
|
state._emitFunctionFromInclude("helperFunctions", comments);
|
|
134
133
|
let outputString = "gl_FragColor";
|
|
135
|
-
if (state.
|
|
134
|
+
if (state._customOutputName) {
|
|
135
|
+
outputString = state._customOutputName;
|
|
136
|
+
}
|
|
137
|
+
else if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
136
138
|
state.compilationString += `var fragmentOutputsColor : vec4<f32>;\r\n`;
|
|
137
139
|
outputString = "fragmentOutputsColor";
|
|
138
140
|
}
|
|
139
|
-
else if (state.isSFEMode) {
|
|
140
|
-
// SFE: Use an intermediate variable to control whether to use gl_FragColor or return the color
|
|
141
|
-
state.compilationString += `vec4 outColor = vec4(0.0);`;
|
|
142
|
-
outputString = "outColor";
|
|
143
|
-
state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
|
|
144
|
-
state._injectAtEnd += `gl_FragColor = outColor;\n`;
|
|
145
|
-
state._injectAtEnd += `#else\n`;
|
|
146
|
-
state._injectAtEnd += `return outColor;\n`;
|
|
147
|
-
state._injectAtEnd += `#endif\n`;
|
|
148
|
-
}
|
|
149
141
|
const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);
|
|
150
142
|
if (additionalColor.connectedPoint) {
|
|
151
143
|
let aValue = "1.0";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { SfeModeDefine } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\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 \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let outputString = \"gl_FragColor\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var fragmentOutputsColor : vec4<f32>;\\r\\n`;\r\n outputString = \"fragmentOutputsColor\";\r\n } else if (state.isSFEMode) {\r\n // SFE: Use an intermediate variable to control whether to use gl_FragColor or return the color\r\n state.compilationString += `vec4 outColor = vec4(0.0);`;\r\n outputString = \"outColor\";\r\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\r\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\r\n state._injectAtEnd += `#else\\n`;\r\n state._injectAtEnd += `return outColor;\\n`;\r\n state._injectAtEnd += `#endif\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
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1
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\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 \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let outputString = \"gl_FragColor\";\r\n if (state._customOutputName) {\r\n outputString = state._customOutputName;\r\n } else if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var fragmentOutputsColor : vec4<f32>;\\r\\n`;\r\n outputString = \"fragmentOutputsColor\";\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
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@@ -8,6 +8,10 @@ import type { Effect } from "../../../effect.js";
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8
8
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export declare class ScreenSizeBlock extends NodeMaterialBlock {
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9
9
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private _varName;
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private _scene;
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11
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+
/**
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+
* Name of the variable in the shader that holds the screen size
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13
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+
*/
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14
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+
get associatedVariableName(): string;
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/**
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* Creates a new ScreenSizeBlock
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* @param name defines the block name
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@@ -6,6 +6,12 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
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6
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* Block used to get the screen sizes
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7
7
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*/
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8
8
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export class ScreenSizeBlock extends NodeMaterialBlock {
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9
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+
/**
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10
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+
* Name of the variable in the shader that holds the screen size
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11
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+
*/
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12
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+
get associatedVariableName() {
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13
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+
return this._varName;
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14
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+
}
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9
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/**
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10
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* Creates a new ScreenSizeBlock
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11
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* @param name defines the block name
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