@babylonjs/core 8.21.1 → 8.22.1
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/Engines/Extensions/engine.prefilteredCubeTexture.js +0 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +20 -6
- package/Engines/WebGPU/webgpuConstants.js +18 -4
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +4 -4
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +55 -36
- package/Engines/webgpuEngine.js +5 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -7
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +11 -7
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +51 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +268 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/index.js +1 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +15 -3
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +8 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialSystemValues.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialSystemValues.js +2 -0
- package/Materials/Node/Enums/nodeMaterialSystemValues.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +6 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +8 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/texture.js +2 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Meshes/abstractMesh.js +0 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +1 -1
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
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import { __decorate } from "../../../../tslib.es6.js";
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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
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import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
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import { RegisterClass } from "../../../../Misc/typeStore.js";
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import { NodeMaterialConnectionPointCustomObject } from "../../nodeMaterialConnectionPointCustomObject.js";
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import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
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import { RawTexture } from "../../../Textures/rawTexture.js";
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import { Texture } from "../../../Textures/texture.js";
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import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
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import { ImageSourceBlock } from "../Dual/imageSourceBlock.js";
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/**
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* Block used to evaluate screen spaceambient occlusion in a shader
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*/
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export class AmbientOcclusionBlock extends NodeMaterialBlock {
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/**
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* Create a new AmbientOcclusionBlock
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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, NodeMaterialBlockTargets.Fragment);
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/**
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* Defines the radius around the analyzed pixel used by the SSAO post-process
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*/
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this.radius = 0.0001;
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/**
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* Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
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* Must not be equal to fallOff and superior to fallOff.
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*/
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this.area = 0.0075;
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/**
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* Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
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* Must not be equal to area and inferior to area.
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*/
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this.fallOff = 0.000001;
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this.registerInput("source", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("source", this, 0 /* NodeMaterialConnectionPointDirection.Input */, ImageSourceBlock, "ImageSourceBlock"));
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this.registerInput("screenSize", NodeMaterialBlockConnectionPointTypes.Vector2);
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this.registerOutput("occlusion", NodeMaterialBlockConnectionPointTypes.Float);
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}
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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() {
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return "AmbientOcclusionBlock";
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}
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/**
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* Gets the source component
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*/
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get source() {
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return this._inputs[0];
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}
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/**
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* Gets the screenSize component
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*/
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get screenSize() {
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return this._inputs[1];
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}
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/**
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* Gets the occlusion output
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*/
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get occlusion() {
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return this._outputs[0];
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}
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bind(effect) {
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if (!this._randomTexture) {
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this._createRandomTexture(effect.getEngine());
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}
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effect.setTexture(this._randomSamplerName, this._randomTexture);
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}
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_createRandomTexture(engine) {
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const size = 512;
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const data = new Uint8Array(size * size * 4);
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for (let index = 0; index < data.length;) {
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data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
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data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
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data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
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data[index++] = 255;
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}
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const texture = RawTexture.CreateRGBATexture(data, size, size, engine, false, false, 2);
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texture.name = "SSAORandomTexture";
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texture.wrapU = Texture.WRAP_ADDRESSMODE;
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texture.wrapV = Texture.WRAP_ADDRESSMODE;
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this._randomTexture = texture;
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}
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_buildBlock(state) {
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super._buildBlock(state);
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if (!this.source.connectedPoint) {
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return this;
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}
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state.sharedData.bindableBlocks.push(this);
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const depthSource = this.source.connectedPoint.ownerBlock;
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const occlusion = this._outputs[0];
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const screenSize = this.screenSize;
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let functionString;
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// Get view position from depth
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if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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functionString = `fn normalFromDepth(depth: f32, coords: vec2f, radius: f32) -> vec3f {
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let offset1: vec2f = vec2f(0.0, radius);
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let offset2: vec2f = vec2f(radius, 0.0);
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let depth1: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset1, 0.0).r;
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let depth2: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset2, 0.0).r;
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let p1: vec3f = vec3f(offset1, depth1 - depth);
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let p2: vec3f = vec3f(offset2, depth2 - depth);
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var normal: vec3f = cross(p1, p2);
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normal.z = -normal.z;
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return normalize(normal);
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}
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`;
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}
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else {
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functionString = `vec3 normalFromDepth(float depth, vec2 coords, float radius) {
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vec2 offset1 = vec2(0.0, radius);
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vec2 offset2 = vec2(radius, 0.0);
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float depth1 = textureLod(${depthSource.samplerName}, coords + offset1, 0.0).r;
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float depth2 = textureLod(${depthSource.samplerName}, coords + offset2, 0.0).r;
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vec3 p1 = vec3(offset1, depth1 - depth);
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vec3 p2 = vec3(offset2, depth2 - depth);
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vec3 normal = cross(p1, p2);
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normal.z = -normal.z;
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return normalize(normal);
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}
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`;
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}
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state._emitFunction("normalFromDepth", functionString, "// normalFromDepth function");
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// Calculate ambient occlusion
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this._randomSamplerName = state._getFreeVariableName("randomSampler");
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state._emit2DSampler(this._randomSamplerName);
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if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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functionString = `
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const sampleSphere: array<vec3f, 16> = array<vec3f, 16>(
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vec3f( 0.5381, 0.1856, -0.4319),
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vec3f( 0.1379, 0.2486, 0.4430),
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vec3f( 0.3371, 0.5679, -0.0057),
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vec3f(-0.6999, -0.0451, -0.0019),
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vec3f( 0.0689, -0.1598, -0.8547),
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vec3f( 0.0560, 0.0069, -0.1843),
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vec3f(-0.0146, 0.1402, 0.0762),
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vec3f( 0.0100, -0.1924, -0.0344),
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vec3f(-0.3577, -0.5301, -0.4358),
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vec3f(-0.3169, 0.1063, 0.0158),
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vec3f( 0.0103, -0.5869, 0.0046),
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vec3f(-0.0897, -0.4940, 0.3287),
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vec3f( 0.7119, -0.0154, -0.0918),
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vec3f(-0.0533, 0.0596, -0.5411),
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vec3f( 0.0352, -0.0631, 0.5460),
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vec3f(-0.4776, 0.2847, -0.0271)
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);
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fn computeOcclusion(screenSize: vec2f) -> f32 {
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let uv: vec2f = fragmentInputs.position.xy / screenSize;
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let random: vec3f = normalize(textureSampleLevel(${this._randomSamplerName}, ${this._randomSamplerName}Sampler, uv * 4.0, 0.0).rgb);
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let depth: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, uv, 0.0).r;
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let position: vec3f = vec3f(uv, depth);
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let normal: vec3f = normalFromDepth(depth, uv, ${this.radius}f);
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let radiusDepth: f32 = ${this.radius}f / depth;
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var occlusion: f32 = 0.0;
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var ray: vec3f;
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var hemiRay: vec3f;
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var occlusionDepth: f32;
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var difference: f32;
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for (var i: i32 = 0; i < 16; i++)
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{
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ray = radiusDepth * reflect(sampleSphere[i], random);
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hemiRay = position + sign(dot(ray, normal)) * ray;
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occlusionDepth = textureSample(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, clamp(hemiRay.xy, vec2f(0.001, 0.001), vec2f(0.999, 0.999))).r;
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difference = depth - occlusionDepth;
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occlusion += step(${this.fallOff}f, difference) * (1.0 - smoothstep(${this.fallOff}f, ${this.area}f, difference));
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}
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return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);
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}
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`;
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}
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else {
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functionString = `
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const vec3 sampleSphere[16] = vec3[](
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vec3( 0.5381, 0.1856, -0.4319),
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vec3( 0.1379, 0.2486, 0.4430),
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vec3( 0.3371, 0.5679, -0.0057),
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vec3(-0.6999, -0.0451, -0.0019),
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vec3( 0.0689, -0.1598, -0.8547),
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vec3( 0.0560, 0.0069, -0.1843),
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vec3(-0.0146, 0.1402, 0.0762),
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vec3( 0.0100, -0.1924, -0.0344),
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vec3(-0.3577, -0.5301, -0.4358),
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vec3(-0.3169, 0.1063, 0.0158),
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vec3( 0.0103, -0.5869, 0.0046),
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vec3(-0.0897, -0.4940, 0.3287),
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vec3( 0.7119, -0.0154, -0.0918),
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vec3(-0.0533, 0.0596, -0.5411),
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vec3( 0.0352, -0.0631, 0.5460),
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vec3(-0.4776, 0.2847, -0.0271)
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);
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float computeOcclusion(vec2 screenSize) {
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vec2 uv = gl_FragCoord.xy / screenSize;
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vec3 random = normalize(textureLod(${this._randomSamplerName}, uv * 4., 0.0).rgb);
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float depth = textureLod(${depthSource.samplerName}, uv, 0.0).r;
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vec3 position = vec3(uv, depth);
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vec3 normal = normalFromDepth(depth, uv, ${this.radius} );
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float radiusDepth = ${this.radius} / depth;
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float occlusion = 0.0;
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vec3 ray;
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vec3 hemiRay;
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float occlusionDepth;
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float difference;
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for (int i = 0; i < 16; i++)
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{
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ray = radiusDepth * reflect(sampleSphere[i], random);
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hemiRay = position + sign(dot(ray, normal)) * ray;
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occlusionDepth = texture2D(${depthSource.samplerName}, clamp(hemiRay.xy, vec2(0.001, 0.001), vec2(0.999, 0.999))).r;
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difference = depth - occlusionDepth;
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occlusion += step(${this.fallOff}, difference) * (1.0 - smoothstep(${this.fallOff}, ${this.area}, difference));
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}
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return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);
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}
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`;
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}
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state._emitFunction("computeOcclusion", functionString, "// computeOcclusion function");
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state.compilationString += state._declareOutput(occlusion) + ` = computeOcclusion(${screenSize.associatedVariableName});`;
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return this;
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}
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dispose() {
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if (this._randomTexture) {
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this._randomTexture.dispose();
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this._randomTexture = null;
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}
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super.dispose();
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}
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}
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252
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__decorate([
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253
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+
editableInPropertyPage("radius", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
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254
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min: 0.0001,
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255
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+
})
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256
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], AmbientOcclusionBlock.prototype, "radius", void 0);
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257
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__decorate([
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258
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editableInPropertyPage("area", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
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259
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min: 0,
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})
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261
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], AmbientOcclusionBlock.prototype, "area", void 0);
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262
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__decorate([
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263
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+
editableInPropertyPage("fallOff", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
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264
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min: 0,
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+
})
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266
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+
], AmbientOcclusionBlock.prototype, "fallOff", void 0);
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267
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RegisterClass("BABYLON.AmbientOcclusionBlock", AmbientOcclusionBlock);
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//# sourceMappingURL=ambientOcclusionBlock.js.map
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@@ -0,0 +1 @@
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1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialConnectionPointDirection, type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { RandomRange } from \"../../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Textures/rawTexture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { AbstractEngine } from \"../../../../Engines/abstractEngine\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { ImageSourceBlock } from \"../Dual/imageSourceBlock\";\r\nimport type { DepthSourceBlock } from \"../Dual/depthSourceBlock\";\r\n\r\n/**\r\n * Block used to evaluate screen spaceambient occlusion in a shader\r\n */\r\nexport class AmbientOcclusionBlock extends NodeMaterialBlock {\r\n private _randomTexture: Texture;\r\n private _randomSamplerName: string;\r\n\r\n /**\r\n * Defines the radius around the analyzed pixel used by the SSAO post-process\r\n */\r\n @editableInPropertyPage(\"radius\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0.0001,\r\n })\r\n public radius = 0.0001;\r\n\r\n /**\r\n * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to fallOff and superior to fallOff.\r\n */\r\n @editableInPropertyPage(\"area\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0,\r\n })\r\n public area = 0.0075;\r\n\r\n /**\r\n * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to area and inferior to area.\r\n */\r\n @editableInPropertyPage(\"fallOff\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0,\r\n })\r\n public fallOff = 0.000001;\r\n\r\n /**\r\n * Create a new AmbientOcclusionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"screenSize\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"occlusion\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AmbientOcclusionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screenSize component\r\n */\r\n public get screenSize(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the occlusion output\r\n */\r\n public get occlusion(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override bind(effect: Effect) {\r\n if (!this._randomTexture) {\r\n this._createRandomTexture(effect.getEngine());\r\n }\r\n\r\n effect.setTexture(this._randomSamplerName, this._randomTexture);\r\n }\r\n\r\n private _createRandomTexture(engine: AbstractEngine): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length; ) {\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, engine, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.source.connectedPoint) {\r\n return this;\r\n }\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n const depthSource = this.source.connectedPoint!.ownerBlock as DepthSourceBlock;\r\n\r\n const occlusion = this._outputs[0];\r\n const screenSize = this.screenSize;\r\n\r\n let functionString: string;\r\n\r\n // Get view position from depth\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = `fn normalFromDepth(depth: f32, coords: vec2f, radius: f32) -> vec3f {\r\n let offset1: vec2f = vec2f(0.0, radius);\r\n let offset2: vec2f = vec2f(radius, 0.0);\r\n\r\n let depth1: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset1, 0.0).r;\r\n let depth2: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset2, 0.0).r;\r\n\r\n let p1: vec3f = vec3f(offset1, depth1 - depth);\r\n let p2: vec3f = vec3f(offset2, depth2 - depth);\r\n\r\n var normal: vec3f = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n }\r\n `;\r\n } else {\r\n functionString = `vec3 normalFromDepth(float depth, vec2 coords, float radius) {\r\n vec2 offset1 = vec2(0.0, radius);\r\n vec2 offset2 = vec2(radius, 0.0);\r\n\r\n float depth1 = textureLod(${depthSource.samplerName}, coords + offset1, 0.0).r;\r\n float depth2 = textureLod(${depthSource.samplerName}, coords + offset2, 0.0).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n }\r\n `;\r\n }\r\n\r\n state._emitFunction(\"normalFromDepth\", functionString, \"// normalFromDepth function\");\r\n\r\n // Calculate ambient occlusion\r\n this._randomSamplerName = state._getFreeVariableName(\"randomSampler\");\r\n\r\n state._emit2DSampler(this._randomSamplerName);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = `\r\n const sampleSphere: array<vec3f, 16> = array<vec3f, 16>(\r\n vec3f( 0.5381, 0.1856, -0.4319),\r\n vec3f( 0.1379, 0.2486, 0.4430),\r\n vec3f( 0.3371, 0.5679, -0.0057),\r\n vec3f(-0.6999, -0.0451, -0.0019),\r\n vec3f( 0.0689, -0.1598, -0.8547),\r\n vec3f( 0.0560, 0.0069, -0.1843),\r\n vec3f(-0.0146, 0.1402, 0.0762),\r\n vec3f( 0.0100, -0.1924, -0.0344),\r\n vec3f(-0.3577, -0.5301, -0.4358),\r\n vec3f(-0.3169, 0.1063, 0.0158),\r\n vec3f( 0.0103, -0.5869, 0.0046),\r\n vec3f(-0.0897, -0.4940, 0.3287),\r\n vec3f( 0.7119, -0.0154, -0.0918),\r\n vec3f(-0.0533, 0.0596, -0.5411),\r\n vec3f( 0.0352, -0.0631, 0.5460),\r\n vec3f(-0.4776, 0.2847, -0.0271)\r\n );\r\n\r\n fn computeOcclusion(screenSize: vec2f) -> f32 {\r\n let uv: vec2f = fragmentInputs.position.xy / screenSize;\r\n let random: vec3f = normalize(textureSampleLevel(${this._randomSamplerName}, ${this._randomSamplerName}Sampler, uv * 4.0, 0.0).rgb);\r\n let depth: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, uv, 0.0).r;\r\n let position: vec3f = vec3f(uv, depth);\r\n let normal: vec3f = normalFromDepth(depth, uv, ${this.radius}f);\r\n\r\n let radiusDepth: f32 = ${this.radius}f / depth;\r\n var occlusion: f32 = 0.0;\r\n\r\n var ray: vec3f;\r\n var hemiRay: vec3f;\r\n var occlusionDepth: f32;\r\n var difference: f32;\r\n\r\n for (var i: i32 = 0; i < 16; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = textureSample(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, clamp(hemiRay.xy, vec2f(0.001, 0.001), vec2f(0.999, 0.999))).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(${this.fallOff}f, difference) * (1.0 - smoothstep(${this.fallOff}f, ${this.area}f, difference));\r\n }\r\n\r\n return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);\r\n }\r\n `;\r\n } else {\r\n functionString = `\r\n const vec3 sampleSphere[16] = vec3[](\r\n vec3( 0.5381, 0.1856, -0.4319),\r\n vec3( 0.1379, 0.2486, 0.4430),\r\n vec3( 0.3371, 0.5679, -0.0057),\r\n vec3(-0.6999, -0.0451, -0.0019),\r\n vec3( 0.0689, -0.1598, -0.8547),\r\n vec3( 0.0560, 0.0069, -0.1843),\r\n vec3(-0.0146, 0.1402, 0.0762),\r\n vec3( 0.0100, -0.1924, -0.0344),\r\n vec3(-0.3577, -0.5301, -0.4358),\r\n vec3(-0.3169, 0.1063, 0.0158),\r\n vec3( 0.0103, -0.5869, 0.0046),\r\n vec3(-0.0897, -0.4940, 0.3287),\r\n vec3( 0.7119, -0.0154, -0.0918),\r\n vec3(-0.0533, 0.0596, -0.5411),\r\n vec3( 0.0352, -0.0631, 0.5460),\r\n vec3(-0.4776, 0.2847, -0.0271)\r\n );\r\n\r\n float computeOcclusion(vec2 screenSize) {\r\n vec2 uv = gl_FragCoord.xy / screenSize;\r\n vec3 random = normalize(textureLod(${this._randomSamplerName}, uv * 4., 0.0).rgb);\r\n float depth = textureLod(${depthSource.samplerName}, uv, 0.0).r; \r\n vec3 position = vec3(uv, depth);\r\n vec3 normal = normalFromDepth(depth, uv, ${this.radius} );\r\n\r\n float radiusDepth = ${this.radius} / depth;\r\n float occlusion = 0.0;\r\n\r\n vec3 ray;\r\n vec3 hemiRay;\r\n float occlusionDepth;\r\n float difference;\r\n\r\n for (int i = 0; i < 16; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = texture2D(${depthSource.samplerName}, clamp(hemiRay.xy, vec2(0.001, 0.001), vec2(0.999, 0.999))).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(${this.fallOff}, difference) * (1.0 - smoothstep(${this.fallOff}, ${this.area}, difference));\r\n }\r\n\r\n return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);\r\n }\r\n `;\r\n }\r\n\r\n state._emitFunction(\"computeOcclusion\", functionString, \"// computeOcclusion function\");\r\n\r\n state.compilationString += state._declareOutput(occlusion) + ` = computeOcclusion(${screenSize.associatedVariableName});`;\r\n\r\n return this;\r\n }\r\n\r\n public override dispose(): void {\r\n if (this._randomTexture) {\r\n this._randomTexture.dispose();\r\n this._randomTexture = null!;\r\n }\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.AmbientOcclusionBlock\", AmbientOcclusionBlock);\r\n"]}
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@@ -14,6 +14,7 @@ export * from "./heightToNormalBlock.js";
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export * from "./fragDepthBlock.js";
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export * from "./shadowMapBlock.js";
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export * from "./prePassOutputBlock.js";
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export * from "./ambientOcclusionBlock.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/helperFunctions.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions.js";
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@@ -14,6 +14,7 @@ export * from "./heightToNormalBlock.js";
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export * from "./fragDepthBlock.js";
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export * from "./shadowMapBlock.js";
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export * from "./prePassOutputBlock.js";
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export * from "./ambientOcclusionBlock.js";
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// async-loaded shaders
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// imageProcessingBlock
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export * from "../../../../ShadersWGSL/ShadersInclude/helperFunctions.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/Fragment/index.ts"],"names":[],"mappings":"AAAA,cAAc,uBAAuB,CAAC;AACtC,cAAc,kCAAkC,CAAC;AACjD,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;
|
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1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Fragment/index.ts"],"names":[],"mappings":"AAAA,cAAc,uBAAuB,CAAC;AACtC,cAAc,kCAAkC,CAAC;AACjD,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AAExC,uBAAuB;AAEvB,uBAAuB;AACvB,cAAc,wDAAwD,CAAC;AACvE,cAAc,mEAAmE,CAAC;AAClF,cAAc,iEAAiE,CAAC;AAChF,cAAc,oDAAoD,CAAC;AACnE,cAAc,+DAA+D,CAAC;AAC9E,cAAc,6DAA6D,CAAC;AAE5E,qBAAqB;AACrB,cAAc,qDAAqD,CAAC;AACpE,cAAc,kEAAkE,CAAC;AACjF,cAAc,8DAA8D,CAAC;AAC7E,cAAc,iDAAiD,CAAC;AAChE,cAAc,8DAA8D,CAAC;AAC7E,cAAc,0DAA0D,CAAC;AAEzE,iBAAiB;AACjB,cAAc,8DAA8D,CAAC;AAC7E,cAAc,yDAAyD,CAAC;AACxE,cAAc,0DAA0D,CAAC;AACzE,cAAc,0DAA0D,CAAC;AACzE,cAAc,qDAAqD,CAAC;AACpE,cAAc,sDAAsD,CAAC","sourcesContent":["export * from \"./fragmentOutputBlock\";\r\nexport * from \"./smartFilterFragmentOutputBlock\";\r\nexport * from \"./imageProcessingBlock\";\r\nexport * from \"./perturbNormalBlock\";\r\nexport * from \"./discardBlock\";\r\nexport * from \"./frontFacingBlock\";\r\nexport * from \"./derivativeBlock\";\r\nexport * from \"./fragCoordBlock\";\r\nexport * from \"./screenSizeBlock\";\r\nexport * from \"./screenSpaceBlock\";\r\nexport * from \"./twirlBlock\";\r\nexport * from \"./TBNBlock\";\r\nexport * from \"./heightToNormalBlock\";\r\nexport * from \"./fragDepthBlock\";\r\nexport * from \"./shadowMapBlock\";\r\nexport * from \"./prePassOutputBlock\";\r\nexport * from \"./ambientOcclusionBlock\";\r\n\r\n// async-loaded shaders\r\n\r\n// imageProcessingBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\n\r\n// perturbNormalBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/bumpFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/bumpFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/bumpFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/bumpFragmentFunctions\";\r\n\r\n// shadowMapBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowMapVertexMetric\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/packingFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowMapFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowMapVertexMetric\";\r\nexport * from \"../../../../Shaders/ShadersInclude/packingFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowMapFragment\";\r\n"]}
|
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@@ -157,7 +157,7 @@ export class PerturbNormalBlock extends NodeMaterialBlock {
|
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157
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|
}
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|
158
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|
prepareDefines(defines, nodeMaterial) {
|
|
159
159
|
const normalSamplerName = this.normalMapColor.connectedPoint._ownerBlock.samplerName;
|
|
160
|
-
const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));
|
|
160
|
+
const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && !!normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));
|
|
161
161
|
defines.setValue("BUMP", true);
|
|
162
162
|
defines.setValue("PARALLAX", useParallax, true);
|
|
163
163
|
defines.setValue("PARALLAX_RHS", nodeMaterial.getScene().useRightHandedSystem, true);
|
|
@@ -218,7 +218,7 @@ export class PerturbNormalBlock extends NodeMaterialBlock {
|
|
|
218
218
|
if (this.normalMapColor.connectedPoint) {
|
|
219
219
|
normalSamplerName = this.normalMapColor.connectedPoint._ownerBlock.samplerName;
|
|
220
220
|
}
|
|
221
|
-
const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));
|
|
221
|
+
const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && !!normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));
|
|
222
222
|
const replaceForParallaxInfos = !this.parallaxScale.isConnectedToInputBlock
|
|
223
223
|
? "0.05"
|
|
224
224
|
: this.parallaxScale.connectInputBlock.isConstant
|
|
@@ -360,6 +360,8 @@ export class PerturbNormalBlock extends NodeMaterialBlock {
|
|
|
360
360
|
this.invertY = serializationObject.invertY;
|
|
361
361
|
this.useParallaxOcclusion = !!serializationObject.useParallaxOcclusion;
|
|
362
362
|
this.useObjectSpaceNormalMap = !!serializationObject.useObjectSpaceNormalMap;
|
|
363
|
+
this.parallaxScale._isInactive = this.useParallaxOcclusion;
|
|
364
|
+
this.parallaxHeight._isInactive = this.useParallaxOcclusion;
|
|
363
365
|
}
|
|
364
366
|
}
|
|
365
367
|
__decorate([
|
|
@@ -369,7 +371,17 @@ __decorate([
|
|
|
369
371
|
editableInPropertyPage("Invert Y axis", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { embedded: true, notifiers: { update: true } })
|
|
370
372
|
], PerturbNormalBlock.prototype, "invertY", void 0);
|
|
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373
|
__decorate([
|
|
372
|
-
editableInPropertyPage("Use parallax occlusion", 0 /* PropertyTypeForEdition.Boolean */, undefined, {
|
|
374
|
+
editableInPropertyPage("Use parallax occlusion", 0 /* PropertyTypeForEdition.Boolean */, undefined, {
|
|
375
|
+
embedded: true,
|
|
376
|
+
notifiers: {
|
|
377
|
+
update: true,
|
|
378
|
+
callback: (_scene, block) => {
|
|
379
|
+
block.parallaxScale._isInactive = block.useParallaxOcclusion;
|
|
380
|
+
block.parallaxHeight._isInactive = block.useParallaxOcclusion;
|
|
381
|
+
return true;
|
|
382
|
+
},
|
|
383
|
+
},
|
|
384
|
+
})
|
|
373
385
|
], PerturbNormalBlock.prototype, "useParallaxOcclusion", void 0);
|
|
374
386
|
__decorate([
|
|
375
387
|
editableInPropertyPage("Object Space Mode", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { embedded: true, notifiers: { update: true } })
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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 { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { TextureBlock } from \"../Dual/textureBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"./TBNBlock\";\r\n\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\n/**\r\n * Block used to perturb normals based on a normal map\r\n */\r\nexport class PerturbNormalBlock extends NodeMaterialBlock {\r\n private _tangentSpaceParameterName = \"\";\r\n private _tangentCorrectionFactorName = \"\";\r\n private _worldMatrixName = \"\";\r\n\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Invert X axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public invertX = false;\r\n /** Gets or sets a boolean indicating that normal should be inverted on Y axis */\r\n @editableInPropertyPage(\"Invert Y axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public invertY = false;\r\n /** Gets or sets a boolean indicating that parallax occlusion should be enabled */\r\n @editableInPropertyPage(\"Use parallax occlusion\", PropertyTypeForEdition.Boolean, undefined, { embedded: true })\r\n public useParallaxOcclusion = false;\r\n /** Gets or sets a boolean indicating that sampling mode is in Object space */\r\n @editableInPropertyPage(\"Object Space Mode\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Create a new PerturbNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, false);\r\n this.registerInput(\"strength\", NodeMaterialBlockConnectionPointTypes.Float, false);\r\n this.registerInput(\"viewDirection\", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"parallaxScale\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"parallaxHeight\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n // Fragment\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"uvOffset\", NodeMaterialBlockConnectionPointTypes.Vector2);\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 \"PerturbNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\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[3];\r\n }\r\n\r\n /**\r\n * Gets the normal map color input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the view direction input component\r\n */\r\n public get viewDirection(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the parallax scale input component\r\n */\r\n public get parallaxScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the parallax height input component\r\n */\r\n public get parallaxHeight(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the World input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the uv offset output component\r\n */\r\n public get uvOffset(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/bumpFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/bumpFragmentFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/bumpFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/bumpFragmentFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n const normalSamplerName = (this.normalMapColor.connectedPoint!._ownerBlock as TextureBlock).samplerName;\r\n const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n defines.setValue(\"BUMP\", true);\r\n defines.setValue(\"PARALLAX\", useParallax, true);\r\n defines.setValue(\"PARALLAX_RHS\", nodeMaterial.getScene().useRightHandedSystem, true);\r\n defines.setValue(\"PARALLAXOCCLUSION\", this.useParallaxOcclusion, true);\r\n defines.setValue(\"OBJECTSPACE_NORMALMAP\", this.useObjectSpaceNormalMap, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (nodeMaterial.getScene()._mirroredCameraPosition) {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? 1.0 : -1.0, this.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? -1.0 : 1.0, this.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n\r\n if (this.useObjectSpaceNormalMap && !this.world.isConnected) {\r\n // World default to the mesh world matrix\r\n effect.setMatrix(this._worldMatrixName, mesh.getWorldMatrix());\r\n }\r\n }\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute();\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n\r\n if (!this.strength.isConnected) {\r\n const strengthInput = new InputBlock(\"strength\");\r\n strengthInput.value = 1.0;\r\n strengthInput.output.connectTo(this.strength);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPosition;\r\n const worldNormal = this.worldNormal;\r\n const worldTangent = this.worldTangent;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const mat3 = isWebGPU ? \"mat3x3f\" : \"mat3\";\r\n const fSuffix = isWebGPU ? \"f\" : \"\";\r\n const uniformPrefix = isWebGPU ? \"uniforms.\" : \"\";\r\n const fragmentInputsPrefix = isWebGPU ? \"fragmentInputs.\" : \"\";\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentSpaceParameterName = state._getFreeDefineName(\"tangentSpaceParameter\");\r\n\r\n state._emitUniformFromString(this._tangentSpaceParameterName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._worldMatrixName = state._getFreeDefineName(\"perturbNormalWorldMatrix\");\r\n\r\n state._emitUniformFromString(this._worldMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n let normalSamplerName = null;\r\n if (this.normalMapColor.connectedPoint) {\r\n normalSamplerName = (this.normalMapColor.connectedPoint._ownerBlock as TextureBlock).samplerName;\r\n }\r\n const useParallax = this.viewDirection.isConnected && ((this.useParallaxOcclusion && normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n const replaceForParallaxInfos = !this.parallaxScale.isConnectedToInputBlock\r\n ? \"0.05\"\r\n : this.parallaxScale.connectInputBlock!.isConstant\r\n ? state._emitFloat(this.parallaxScale.connectInputBlock!.value)\r\n : this.parallaxScale.associatedVariableName;\r\n\r\n const replaceForBumpInfos =\r\n this.strength.isConnectedToInputBlock && this.strength.connectInputBlock!.isConstant\r\n ? `\\n#if !defined(NORMALXYSCALE)\\n1.0/\\n#endif\\n${state._emitFloat(this.strength.connectInputBlock!.value)}`\r\n : `\\n#if !defined(NORMALXYSCALE)\\n1.0/\\n#endif\\n${this.strength.associatedVariableName}`;\r\n\r\n if (!isWebGPU) {\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n }\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n const tbnVarying = { search: /varying mat3 vTBN;/g, replace: \"\" };\r\n const normalMatrixReplaceString = { search: isWebGPU ? /uniform normalMatrix: mat4x4f;/g : /uniform mat4 normalMatrix;/g, replace: \"\" };\r\n\r\n const tbn = this.TBN;\r\n if (tbn.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n ${isWebGPU ? \"var\" : \"mat3\"} vTBN = ${tbn.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"tbnNormal\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldNormal.associatedVariableName}.xyz);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"tbnTangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"tbnBitangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = cross(tbnNormal, tbnTangent) * ${uniformPrefix}${this._tangentCorrectionFactorName};\\n`;\r\n state.compilationString += `${isWebGPU ? \"var\" : \"mat3\"} vTBN = ${mat3}(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n let replaceStrings = [tangentReplaceString, tbnVarying, normalMatrixReplaceString];\r\n\r\n if (isWebGPU) {\r\n replaceStrings.push({ search: /varying vTBN0: vec3f;/g, replace: \"\" });\r\n replaceStrings.push({ search: /varying vTBN1: vec3f;/g, replace: \"\" });\r\n replaceStrings.push({ search: /varying vTBN2: vec3f;/g, replace: \"\" });\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n const replaceString0 = isWebGPU\r\n ? \"fn parallaxOcclusion(vViewDirCoT: vec3f, vNormalCoT: vec3f, texCoord: vec2f, parallaxScale:f32, bumpSampler: texture_2d<f32>, bumpSamplerSampler: sampler)\"\r\n : \"#define inline\\nvec2 parallaxOcclusion(vec3 vViewDirCoT, vec3 vNormalCoT, vec2 texCoord, float parallaxScale, sampler2D bumpSampler)\";\r\n\r\n const searchExp0 = isWebGPU\r\n ? /fn parallaxOcclusion\\(vViewDirCoT: vec3f,vNormalCoT: vec3f,texCoord: vec2f,parallaxScale: f32\\)/g\r\n : /vec2 parallaxOcclusion\\(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale\\)/g;\r\n\r\n const replaceString1 = isWebGPU\r\n ? \"fn parallaxOffset(viewDir: vec3f, heightScale: f32, height_: f32)\"\r\n : \"vec2 parallaxOffset(vec3 viewDir, float heightScale, float height_)\";\r\n\r\n const searchExp1 = isWebGPU ? /fn parallaxOffset\\(viewDir: vec3f,heightScale: f32\\)/g : /vec2 parallaxOffset\\(vec3 viewDir,float heightScale\\)/g;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /#include<samplerFragmentDeclaration>\\(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump\\)/g, replace: \"\" },\r\n { search: /uniform sampler2D bumpSampler;/g, replace: \"\" },\r\n {\r\n search: searchExp0,\r\n replace: replaceString0,\r\n },\r\n { search: searchExp1, replace: replaceString1 },\r\n { search: /texture.+?bumpSampler,.*?vBumpUV\\)\\.w/g, replace: \"height_\" },\r\n ],\r\n });\r\n\r\n const normalRead = isWebGPU ? `textureSample(${normalSamplerName}, ${normalSamplerName + Constants.AUTOSAMPLERSUFFIX}` : `texture2D(${normalSamplerName}`;\r\n\r\n const uvForPerturbNormal = !useParallax || !normalSamplerName ? this.normalMapColor.associatedVariableName : `${normalRead}, ${uv.associatedVariableName} + uvOffset).xyz`;\r\n\r\n const tempOutput = state._getFreeVariableName(\"tempOutput\");\r\n state.compilationString += state._declareLocalVar(tempOutput, NodeMaterialBlockConnectionPointTypes.Vector3) + ` = vec3${fSuffix}(0.);\\n`;\r\n\r\n replaceStrings = [\r\n { search: new RegExp(`texture.+?bumpSampler${isWebGPU ? \"Sampler,fragmentInputs.\" : \",\"}vBumpUV\\\\)`, \"g\"), replace: `${uvForPerturbNormal}` },\r\n {\r\n search: /#define CUSTOM_FRAGMENT_BUMP_FRAGMENT/g,\r\n replace: `${state._declareLocalVar(\"normalMatrix\", NodeMaterialBlockConnectionPointTypes.Matrix)} = toNormalMatrix(${this.world.isConnected ? this.world.associatedVariableName : uniformPrefix + this._worldMatrixName});`,\r\n },\r\n {\r\n search: new RegExp(\r\n `perturbNormal\\\\(TBN,texture.+?bumpSampler${isWebGPU ? \"Sampler,fragmentInputs.\" : \",\"}vBumpUV\\\\+uvOffset\\\\).xyz,${uniformPrefix}vBumpInfos.y\\\\)`,\r\n \"g\"\r\n ),\r\n replace: `perturbNormal(TBN, ${uvForPerturbNormal}, ${uniformPrefix}vBumpInfos.y)`,\r\n },\r\n {\r\n search: /parallaxOcclusion\\(invTBN\\*-viewDirectionW,invTBN\\*normalW,(fragmentInputs\\.)?vBumpUV,(uniforms\\.)?vBumpInfos.z\\)/g,\r\n replace: `parallaxOcclusion((invTBN * -viewDirectionW), (invTBN * normalW), ${fragmentInputsPrefix}vBumpUV, ${uniformPrefix}vBumpInfos.z, ${\r\n isWebGPU\r\n ? useParallax && this.useParallaxOcclusion\r\n ? `${normalSamplerName}, ${normalSamplerName + Constants.AUTOSAMPLERSUFFIX}`\r\n : \"bump, bumpSampler\"\r\n : useParallax && this.useParallaxOcclusion\r\n ? normalSamplerName\r\n : \"bumpSampler\"\r\n })`,\r\n },\r\n {\r\n search: /parallaxOffset\\(invTBN\\*viewDirectionW,vBumpInfos\\.z\\)/g,\r\n replace: `parallaxOffset(invTBN * viewDirectionW, ${uniformPrefix}vBumpInfos.z, ${useParallax ? this.parallaxHeight.associatedVariableName : \"0.\"})`,\r\n },\r\n { search: isWebGPU ? /uniforms.vBumpInfos.y/g : /vBumpInfos.y/g, replace: replaceForBumpInfos },\r\n { search: isWebGPU ? /uniforms.vBumpInfos.z/g : /vBumpInfos.z/g, replace: replaceForParallaxInfos },\r\n { search: /normalW=/g, replace: tempOutput + \" = \" },\r\n isWebGPU\r\n ? {\r\n search: /mat3x3f\\(uniforms\\.normalMatrix\\[0\\].xyz,uniforms\\.normalMatrix\\[1\\]\\.xyz,uniforms\\.normalMatrix\\[2\\].xyz\\)\\*normalW/g,\r\n replace: `${mat3}(normalMatrix[0].xyz, normalMatrix[1].xyz, normalMatrix[2].xyz) * ` + tempOutput,\r\n }\r\n : {\r\n search: /mat3\\(normalMatrix\\)\\*normalW/g,\r\n replace: `${mat3}(normalMatrix) * ` + tempOutput,\r\n },\r\n { search: /normalW/g, replace: worldNormal.associatedVariableName + \".xyz\" },\r\n { search: /viewDirectionW/g, replace: useParallax ? this.viewDirection.associatedVariableName : `vec3${fSuffix}(0.)` },\r\n tangentReplaceString,\r\n ];\r\n\r\n if (isWebGPU) {\r\n replaceStrings.push({ search: /fragmentInputs.vBumpUV/g, replace: uv.associatedVariableName });\r\n replaceStrings.push({ search: /input.vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\" });\r\n replaceStrings.push({ search: /uniforms.vTangentSpaceParams/g, replace: uniformPrefix + this._tangentSpaceParameterName });\r\n replaceStrings.push({ search: /var TBN: mat3x3f=mat3x3<f32>\\(input.vTBN0,input.vTBN1,input.vTBN2\\);/g, replace: `var TBN = vTBN;` });\r\n } else {\r\n replaceStrings.push({ search: /vBumpUV/g, replace: uv.associatedVariableName });\r\n replaceStrings.push({ search: /vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\" });\r\n replaceStrings.push({ search: /vTangentSpaceParams/g, replace: uniformPrefix + this._tangentSpaceParameterName });\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"bumpFragment\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n state.compilationString += state._declareOutput(this.output) + ` = vec4${fSuffix}(${tempOutput}, 0.);\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.invertX = ${this.invertX};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.invertY = ${this.invertY};\\n`;\r\n codeString += `${this._codeVariableName}.useParallaxOcclusion = ${this.useParallaxOcclusion};\\n`;\r\n codeString += `${this._codeVariableName}.useObjectSpaceNormalMap = ${this.useObjectSpaceNormalMap};\\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.invertX = this.invertX;\r\n serializationObject.invertY = this.invertY;\r\n serializationObject.useParallaxOcclusion = this.useParallaxOcclusion;\r\n serializationObject.useObjectSpaceNormalMap = this.useObjectSpaceNormalMap;\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.invertX = serializationObject.invertX;\r\n this.invertY = serializationObject.invertY;\r\n this.useParallaxOcclusion = !!serializationObject.useParallaxOcclusion;\r\n this.useObjectSpaceNormalMap = !!serializationObject.useObjectSpaceNormalMap;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PerturbNormalBlock\", PerturbNormalBlock);\r\n"]}
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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 { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { TextureBlock } from \"../Dual/textureBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { TBNBlock } from \"./TBNBlock\";\r\n\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../../types\";\r\n\r\n/**\r\n * Block used to perturb normals based on a normal map\r\n */\r\nexport class PerturbNormalBlock extends NodeMaterialBlock {\r\n private _tangentSpaceParameterName = \"\";\r\n private _tangentCorrectionFactorName = \"\";\r\n private _worldMatrixName = \"\";\r\n\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Invert X axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public invertX = false;\r\n /** Gets or sets a boolean indicating that normal should be inverted on Y axis */\r\n @editableInPropertyPage(\"Invert Y axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public invertY = false;\r\n /** Gets or sets a boolean indicating that parallax occlusion should be enabled */\r\n @editableInPropertyPage(\"Use parallax occlusion\", PropertyTypeForEdition.Boolean, undefined, {\r\n embedded: true,\r\n notifiers: {\r\n update: true,\r\n callback: (_scene: Nullable<Scene>, block: PerturbNormalBlock) => {\r\n block.parallaxScale._isInactive = block.useParallaxOcclusion;\r\n block.parallaxHeight._isInactive = block.useParallaxOcclusion;\r\n return true;\r\n },\r\n },\r\n })\r\n public useParallaxOcclusion = false;\r\n /** Gets or sets a boolean indicating that sampling mode is in Object space */\r\n @editableInPropertyPage(\"Object Space Mode\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Create a new PerturbNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, false);\r\n this.registerInput(\"strength\", NodeMaterialBlockConnectionPointTypes.Float, false);\r\n this.registerInput(\"viewDirection\", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"parallaxScale\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"parallaxHeight\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\r\n \"TBN\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"TBN\", this, NodeMaterialConnectionPointDirection.Input, TBNBlock, \"TBNBlock\")\r\n );\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n // Fragment\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"uvOffset\", NodeMaterialBlockConnectionPointTypes.Vector2);\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 \"PerturbNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\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[3];\r\n }\r\n\r\n /**\r\n * Gets the normal map color input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the view direction input component\r\n */\r\n public get viewDirection(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the parallax scale input component\r\n */\r\n public get parallaxScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the parallax height input component\r\n */\r\n public get parallaxHeight(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the TBN input component\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get TBN(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the World input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the uv offset output component\r\n */\r\n public get uvOffset(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/bumpFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/bumpFragmentFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/bumpFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/bumpFragmentFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n const normalSamplerName = (this.normalMapColor.connectedPoint!._ownerBlock as TextureBlock).samplerName;\r\n const useParallax =\r\n this.viewDirection.isConnected && ((this.useParallaxOcclusion && !!normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n defines.setValue(\"BUMP\", true);\r\n defines.setValue(\"PARALLAX\", useParallax, true);\r\n defines.setValue(\"PARALLAX_RHS\", nodeMaterial.getScene().useRightHandedSystem, true);\r\n defines.setValue(\"PARALLAXOCCLUSION\", this.useParallaxOcclusion, true);\r\n defines.setValue(\"OBJECTSPACE_NORMALMAP\", this.useObjectSpaceNormalMap, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (nodeMaterial.getScene()._mirroredCameraPosition) {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? 1.0 : -1.0, this.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? -1.0 : 1.0, this.invertY ? -1.0 : 1.0);\r\n }\r\n\r\n if (mesh) {\r\n effect.setFloat(this._tangentCorrectionFactorName, mesh.getWorldMatrix().determinant() < 0 ? -1 : 1);\r\n\r\n if (this.useObjectSpaceNormalMap && !this.world.isConnected) {\r\n // World default to the mesh world matrix\r\n effect.setMatrix(this._worldMatrixName, mesh.getWorldMatrix());\r\n }\r\n }\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute();\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n\r\n if (!this.strength.isConnected) {\r\n const strengthInput = new InputBlock(\"strength\");\r\n strengthInput.value = 1.0;\r\n strengthInput.output.connectTo(this.strength);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const comments = `//${this.name}`;\r\n const uv = this.uv;\r\n const worldPosition = this.worldPosition;\r\n const worldNormal = this.worldNormal;\r\n const worldTangent = this.worldTangent;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const mat3 = isWebGPU ? \"mat3x3f\" : \"mat3\";\r\n const fSuffix = isWebGPU ? \"f\" : \"\";\r\n const uniformPrefix = isWebGPU ? \"uniforms.\" : \"\";\r\n const fragmentInputsPrefix = isWebGPU ? \"fragmentInputs.\" : \"\";\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentSpaceParameterName = state._getFreeDefineName(\"tangentSpaceParameter\");\r\n\r\n state._emitUniformFromString(this._tangentSpaceParameterName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n this._tangentCorrectionFactorName = state._getFreeDefineName(\"tangentCorrectionFactor\");\r\n\r\n state._emitUniformFromString(this._tangentCorrectionFactorName, NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._worldMatrixName = state._getFreeDefineName(\"perturbNormalWorldMatrix\");\r\n\r\n state._emitUniformFromString(this._worldMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n let normalSamplerName = null;\r\n if (this.normalMapColor.connectedPoint) {\r\n normalSamplerName = (this.normalMapColor.connectedPoint._ownerBlock as TextureBlock).samplerName;\r\n }\r\n const useParallax =\r\n this.viewDirection.isConnected && ((this.useParallaxOcclusion && !!normalSamplerName) || (!this.useParallaxOcclusion && this.parallaxHeight.isConnected));\r\n\r\n const replaceForParallaxInfos = !this.parallaxScale.isConnectedToInputBlock\r\n ? \"0.05\"\r\n : this.parallaxScale.connectInputBlock!.isConstant\r\n ? state._emitFloat(this.parallaxScale.connectInputBlock!.value)\r\n : this.parallaxScale.associatedVariableName;\r\n\r\n const replaceForBumpInfos =\r\n this.strength.isConnectedToInputBlock && this.strength.connectInputBlock!.isConstant\r\n ? `\\n#if !defined(NORMALXYSCALE)\\n1.0/\\n#endif\\n${state._emitFloat(this.strength.connectInputBlock!.value)}`\r\n : `\\n#if !defined(NORMALXYSCALE)\\n1.0/\\n#endif\\n${this.strength.associatedVariableName}`;\r\n\r\n if (!isWebGPU) {\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n }\r\n\r\n const tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n const tbnVarying = { search: /varying mat3 vTBN;/g, replace: \"\" };\r\n const normalMatrixReplaceString = { search: isWebGPU ? /uniform normalMatrix: mat4x4f;/g : /uniform mat4 normalMatrix;/g, replace: \"\" };\r\n\r\n const tbn = this.TBN;\r\n if (tbn.isConnected) {\r\n state.compilationString += `\r\n #ifdef TBNBLOCK\r\n ${isWebGPU ? \"var\" : \"mat3\"} vTBN = ${tbn.associatedVariableName};\r\n #endif\r\n `;\r\n } else if (worldTangent.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"tbnNormal\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldNormal.associatedVariableName}.xyz);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"tbnTangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${worldTangent.associatedVariableName}.xyz);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"tbnBitangent\", NodeMaterialBlockConnectionPointTypes.Vector3)} = cross(tbnNormal, tbnTangent) * ${uniformPrefix}${this._tangentCorrectionFactorName};\\n`;\r\n state.compilationString += `${isWebGPU ? \"var\" : \"mat3\"} vTBN = ${mat3}(tbnTangent, tbnBitangent, tbnNormal);\\n`;\r\n }\r\n\r\n let replaceStrings = [tangentReplaceString, tbnVarying, normalMatrixReplaceString];\r\n\r\n if (isWebGPU) {\r\n replaceStrings.push({ search: /varying vTBN0: vec3f;/g, replace: \"\" });\r\n replaceStrings.push({ search: /varying vTBN1: vec3f;/g, replace: \"\" });\r\n replaceStrings.push({ search: /varying vTBN2: vec3f;/g, replace: \"\" });\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n const replaceString0 = isWebGPU\r\n ? \"fn parallaxOcclusion(vViewDirCoT: vec3f, vNormalCoT: vec3f, texCoord: vec2f, parallaxScale:f32, bumpSampler: texture_2d<f32>, bumpSamplerSampler: sampler)\"\r\n : \"#define inline\\nvec2 parallaxOcclusion(vec3 vViewDirCoT, vec3 vNormalCoT, vec2 texCoord, float parallaxScale, sampler2D bumpSampler)\";\r\n\r\n const searchExp0 = isWebGPU\r\n ? /fn parallaxOcclusion\\(vViewDirCoT: vec3f,vNormalCoT: vec3f,texCoord: vec2f,parallaxScale: f32\\)/g\r\n : /vec2 parallaxOcclusion\\(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale\\)/g;\r\n\r\n const replaceString1 = isWebGPU\r\n ? \"fn parallaxOffset(viewDir: vec3f, heightScale: f32, height_: f32)\"\r\n : \"vec2 parallaxOffset(vec3 viewDir, float heightScale, float height_)\";\r\n\r\n const searchExp1 = isWebGPU ? /fn parallaxOffset\\(viewDir: vec3f,heightScale: f32\\)/g : /vec2 parallaxOffset\\(vec3 viewDir,float heightScale\\)/g;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /#include<samplerFragmentDeclaration>\\(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump\\)/g, replace: \"\" },\r\n { search: /uniform sampler2D bumpSampler;/g, replace: \"\" },\r\n {\r\n search: searchExp0,\r\n replace: replaceString0,\r\n },\r\n { search: searchExp1, replace: replaceString1 },\r\n { search: /texture.+?bumpSampler,.*?vBumpUV\\)\\.w/g, replace: \"height_\" },\r\n ],\r\n });\r\n\r\n const normalRead = isWebGPU ? `textureSample(${normalSamplerName}, ${normalSamplerName + Constants.AUTOSAMPLERSUFFIX}` : `texture2D(${normalSamplerName}`;\r\n\r\n const uvForPerturbNormal = !useParallax || !normalSamplerName ? this.normalMapColor.associatedVariableName : `${normalRead}, ${uv.associatedVariableName} + uvOffset).xyz`;\r\n\r\n const tempOutput = state._getFreeVariableName(\"tempOutput\");\r\n state.compilationString += state._declareLocalVar(tempOutput, NodeMaterialBlockConnectionPointTypes.Vector3) + ` = vec3${fSuffix}(0.);\\n`;\r\n\r\n replaceStrings = [\r\n { search: new RegExp(`texture.+?bumpSampler${isWebGPU ? \"Sampler,fragmentInputs.\" : \",\"}vBumpUV\\\\)`, \"g\"), replace: `${uvForPerturbNormal}` },\r\n {\r\n search: /#define CUSTOM_FRAGMENT_BUMP_FRAGMENT/g,\r\n replace: `${state._declareLocalVar(\"normalMatrix\", NodeMaterialBlockConnectionPointTypes.Matrix)} = toNormalMatrix(${this.world.isConnected ? this.world.associatedVariableName : uniformPrefix + this._worldMatrixName});`,\r\n },\r\n {\r\n search: new RegExp(\r\n `perturbNormal\\\\(TBN,texture.+?bumpSampler${isWebGPU ? \"Sampler,fragmentInputs.\" : \",\"}vBumpUV\\\\+uvOffset\\\\).xyz,${uniformPrefix}vBumpInfos.y\\\\)`,\r\n \"g\"\r\n ),\r\n replace: `perturbNormal(TBN, ${uvForPerturbNormal}, ${uniformPrefix}vBumpInfos.y)`,\r\n },\r\n {\r\n search: /parallaxOcclusion\\(invTBN\\*-viewDirectionW,invTBN\\*normalW,(fragmentInputs\\.)?vBumpUV,(uniforms\\.)?vBumpInfos.z\\)/g,\r\n replace: `parallaxOcclusion((invTBN * -viewDirectionW), (invTBN * normalW), ${fragmentInputsPrefix}vBumpUV, ${uniformPrefix}vBumpInfos.z, ${\r\n isWebGPU\r\n ? useParallax && this.useParallaxOcclusion\r\n ? `${normalSamplerName}, ${normalSamplerName + Constants.AUTOSAMPLERSUFFIX}`\r\n : \"bump, bumpSampler\"\r\n : useParallax && this.useParallaxOcclusion\r\n ? normalSamplerName\r\n : \"bumpSampler\"\r\n })`,\r\n },\r\n {\r\n search: /parallaxOffset\\(invTBN\\*viewDirectionW,vBumpInfos\\.z\\)/g,\r\n replace: `parallaxOffset(invTBN * viewDirectionW, ${uniformPrefix}vBumpInfos.z, ${useParallax ? this.parallaxHeight.associatedVariableName : \"0.\"})`,\r\n },\r\n { search: isWebGPU ? /uniforms.vBumpInfos.y/g : /vBumpInfos.y/g, replace: replaceForBumpInfos },\r\n { search: isWebGPU ? /uniforms.vBumpInfos.z/g : /vBumpInfos.z/g, replace: replaceForParallaxInfos },\r\n { search: /normalW=/g, replace: tempOutput + \" = \" },\r\n isWebGPU\r\n ? {\r\n search: /mat3x3f\\(uniforms\\.normalMatrix\\[0\\].xyz,uniforms\\.normalMatrix\\[1\\]\\.xyz,uniforms\\.normalMatrix\\[2\\].xyz\\)\\*normalW/g,\r\n replace: `${mat3}(normalMatrix[0].xyz, normalMatrix[1].xyz, normalMatrix[2].xyz) * ` + tempOutput,\r\n }\r\n : {\r\n search: /mat3\\(normalMatrix\\)\\*normalW/g,\r\n replace: `${mat3}(normalMatrix) * ` + tempOutput,\r\n },\r\n { search: /normalW/g, replace: worldNormal.associatedVariableName + \".xyz\" },\r\n { search: /viewDirectionW/g, replace: useParallax ? this.viewDirection.associatedVariableName : `vec3${fSuffix}(0.)` },\r\n tangentReplaceString,\r\n ];\r\n\r\n if (isWebGPU) {\r\n replaceStrings.push({ search: /fragmentInputs.vBumpUV/g, replace: uv.associatedVariableName });\r\n replaceStrings.push({ search: /input.vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\" });\r\n replaceStrings.push({ search: /uniforms.vTangentSpaceParams/g, replace: uniformPrefix + this._tangentSpaceParameterName });\r\n replaceStrings.push({ search: /var TBN: mat3x3f=mat3x3<f32>\\(input.vTBN0,input.vTBN1,input.vTBN2\\);/g, replace: `var TBN = vTBN;` });\r\n } else {\r\n replaceStrings.push({ search: /vBumpUV/g, replace: uv.associatedVariableName });\r\n replaceStrings.push({ search: /vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\" });\r\n replaceStrings.push({ search: /vTangentSpaceParams/g, replace: uniformPrefix + this._tangentSpaceParameterName });\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"bumpFragment\", comments, {\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n state.compilationString += state._declareOutput(this.output) + ` = vec4${fSuffix}(${tempOutput}, 0.);\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.invertX = ${this.invertX};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.invertY = ${this.invertY};\\n`;\r\n codeString += `${this._codeVariableName}.useParallaxOcclusion = ${this.useParallaxOcclusion};\\n`;\r\n codeString += `${this._codeVariableName}.useObjectSpaceNormalMap = ${this.useObjectSpaceNormalMap};\\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.invertX = this.invertX;\r\n serializationObject.invertY = this.invertY;\r\n serializationObject.useParallaxOcclusion = this.useParallaxOcclusion;\r\n serializationObject.useObjectSpaceNormalMap = this.useObjectSpaceNormalMap;\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.invertX = serializationObject.invertX;\r\n this.invertY = serializationObject.invertY;\r\n this.useParallaxOcclusion = !!serializationObject.useParallaxOcclusion;\r\n this.useObjectSpaceNormalMap = !!serializationObject.useObjectSpaceNormalMap;\r\n\r\n this.parallaxScale._isInactive = this.useParallaxOcclusion;\r\n this.parallaxHeight._isInactive = this.useParallaxOcclusion;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PerturbNormalBlock\", PerturbNormalBlock);\r\n"]}
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|
@@ -5,7 +5,7 @@ import { NodeMaterialSystemValues } from "../../Enums/nodeMaterialSystemValues.j
|
|
|
5
5
|
import { Matrix, Vector2, Vector3, Vector4 } from "../../../../Maths/math.vector.js";
|
|
6
6
|
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
|
|
7
7
|
import { GetClass, RegisterClass } from "../../../../Misc/typeStore.js";
|
|
8
|
-
import { Color3, Color4, TmpColors } from "../../../../Maths/math.js";
|
|
8
|
+
import { Color3, Color4, TmpColors, TmpVectors } from "../../../../Maths/math.js";
|
|
9
9
|
import { AnimatedInputBlockTypes } from "./animatedInputBlockTypes.js";
|
|
10
10
|
import { Observable } from "../../../../Misc/observable.js";
|
|
11
11
|
import { PrecisionDate } from "../../../../Misc/precisionDate.js";
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@@ -127,6 +127,7 @@ export class InputBlock extends NodeMaterialBlock {
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|
|
127
127
|
case NodeMaterialSystemValues.View:
|
|
128
128
|
case NodeMaterialSystemValues.ViewProjection:
|
|
129
129
|
case NodeMaterialSystemValues.Projection:
|
|
130
|
+
case NodeMaterialSystemValues.ProjectionInverse:
|
|
130
131
|
this._type = NodeMaterialBlockConnectionPointTypes.Matrix;
|
|
131
132
|
return this._type;
|
|
132
133
|
case NodeMaterialSystemValues.CameraPosition:
|
|
@@ -603,6 +604,12 @@ export class InputBlock extends NodeMaterialBlock {
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|
|
603
604
|
case NodeMaterialSystemValues.Projection:
|
|
604
605
|
effect.setMatrix(variableName, scene.getProjectionMatrix());
|
|
605
606
|
break;
|
|
607
|
+
case NodeMaterialSystemValues.ProjectionInverse: {
|
|
608
|
+
const projectionMatrix = scene.getProjectionMatrix();
|
|
609
|
+
projectionMatrix.invertToRef(TmpVectors.Matrix[0]);
|
|
610
|
+
effect.setMatrix(variableName, TmpVectors.Matrix[0]);
|
|
611
|
+
break;
|
|
612
|
+
}
|
|
606
613
|
case NodeMaterialSystemValues.ViewProjection:
|
|
607
614
|
effect.setMatrix(variableName, scene.getTransformMatrix());
|
|
608
615
|
break;
|