@babylonjs/core 8.28.2 → 8.28.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (43) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -1
  4. package/Lights/Clustered/clusteredLightContainer.js +4 -5
  5. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  6. package/Lights/pointLight.js +4 -4
  7. package/Lights/pointLight.js.map +1 -1
  8. package/Lights/rectAreaLight.js +4 -4
  9. package/Lights/rectAreaLight.js.map +1 -1
  10. package/Lights/spotLight.js +2 -2
  11. package/Lights/spotLight.js.map +1 -1
  12. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +3 -1
  13. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -6
  14. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  15. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  16. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  17. package/Materials/Node/Blocks/Dual/lightBlock.js +15 -4
  18. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  19. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +20 -0
  20. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +41 -3
  21. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js +0 -1
  23. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -5
  25. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  26. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -1
  27. package/Materials/Node/nodeMaterialBuildState.js +35 -15
  28. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  29. package/Materials/floatingOriginMatrixOverrides.d.ts +3 -0
  30. package/Materials/floatingOriginMatrixOverrides.js +91 -0
  31. package/Materials/floatingOriginMatrixOverrides.js.map +1 -0
  32. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +3 -1
  33. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -1
  34. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  35. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  36. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -0
  37. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  38. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -0
  39. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  40. package/package.json +1 -1
  41. package/scene.d.ts +21 -0
  42. package/scene.js +29 -3
  43. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"spotLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/spotLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAGnE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAI/B,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAEnD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,SAAS,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;AAClF,CAAC,CAAC,CAAC;AAEH;;;;;;GAMG;AACH,MAAM,OAAO,SAAU,SAAQ,WAAW;IA0BtC;;;OAGG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEhC,IAAI,IAAI,CAAC,kBAAkB,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;YAC3E,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;gBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACnC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD;;OAEG;IACH,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;QACnD,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IAEH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IACD;;;;OAIG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAGD;;OAEG;IAEH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IACD;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,CAAC,4BAA4B,EAAE,CAAC;IACxC,CAAC;IASD;;OAEG;IACH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAGD;;OAEG;IAEH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,0BAA0B,CAAC,KAAa;QAC/C,IAAI,CAAC,2BAA2B,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,0BAA0B,CAAC;IAC3C,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAAa;QAC9C,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;QACxC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IACD;;OAEG;IACH,IAAW,4BAA4B,CAAC,KAAc;QAClD,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAKD;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QACpC,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAChE,IAAI,SAAS,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBAC1D,IAAI,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;oBACzD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;iBAAM,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBACvD,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;oBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,oBAAoB,CAAC,OAAoB;QACpD,OAAQ,OAA6B,CAAC,qBAAqB,KAAK,SAAS,CAAC;IAC9E,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,OAAoB;QAC1C,OAAQ,OAAmB,CAAC,gBAAgB,KAAK,SAAS,CAAC;IAC/D,CAAC;IASD;;OAEG;IACH,IAAW,sCAAsC;QAC7C,OAAO,IAAI,CAAC,uCAAuC,CAAC;IACxD,CAAC;IAED,IAAW,sCAAsC,CAAC,UAAkB;QAChE,IAAI,CAAC,uCAAuC,GAAG,UAAU,CAAC;QAC1D,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;IACxC,CAAC;IAID;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,SAAkB,EAAE,KAAa,EAAE,QAAgB,EAAE,KAAa;QAC3G,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QA7Nf,gBAAW,GAAW,CAAC,CAAC;QASxB,uBAAkB,GAA0B,IAAI,CAAC;QAmFjD,6BAAwB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAQvC,gCAA2B,GAAW,IAAI,CAAC;QAgB3C,+BAA0B,GAAW,MAAM,CAAC;QAgB5C,kCAA6B,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAuDxD,qCAAgC,GAAG,IAAI,CAAC;QACxC,2CAAsC,GAAG,IAAI,CAAC;QAC9C,4BAAuB,GAAG,IAAI,CAAC;QAC/B,uCAAkC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACpD,sCAAiC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAElD,4CAAuC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAcxD,oCAA+B,GAAG,MAAM,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAgBxI,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;;OAGG;IACH,gEAAgE;IAChD,SAAS;QACrB,OAAO,KAAK,CAAC,qBAAqB,CAAC;IACvC,CAAC;IAED;;;OAGG;IACgB,aAAa,CAAC,KAAc;QAC3C,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;QAC3B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;OAGG;IACgB,YAAY,CAAC,KAAc;QAC1C,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;QAC1B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;;;;OAMG;IACH,6DAA6D;IACnD,iCAAiC,CAAC,MAAc,EAAE,UAAkB,EAAE,UAA+B;QAC3G,MAAM,YAAY,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,YAAY,CAAC;QAElD,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC;QACrD,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,CAAC;QAEnD,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QACjF,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,MAAM,qBAAqB,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEhF,MAAM,CAAC,qBAAqB,CACxB,KAAK,EACL,GAAG,EACH,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,MAAM,EACN,IAAI,EACJ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EACvC,SAAS,EACT,qBAAqB,CACxB,CAAC;IACN,CAAC;IAES,wCAAwC;QAC9C,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,IAAI,CAAC,mBAAmB,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,kCAAkC,CAAC,CAAC;QACxG,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,mBAAmB,EAAE,EAAE,IAAI,CAAC,kCAAkC,EAAE,IAAI,CAAC,6BAA6B,EAAE,IAAI,CAAC,iCAAiC,CAAC,CAAC;IAC1K,CAAC;IAES,8CAA8C;QACpD,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,MAAM,QAAQ,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,0BAA0B,CAAC;QAElD,MAAM,CAAC,GAAG,QAAQ,GAAG,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC;QACzB,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,GAAG,CAAC;QAEd,MAAM,CAAC,eAAe,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,uCAAuC,CAAC,CAAC;IACrJ,CAAC;IAED;;OAEG;IACO,+BAA+B;QACrC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QAErC,IAAI,CAAC,iCAAiC,CAAC,aAAa,CAAC,IAAI,CAAC,uCAAuC,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAClI,IAAI,IAAI,CAAC,kBAAkB,YAAY,OAAO,EAAE,CAAC;YAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAC7I,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,IAAI,CAAC,+BAA+B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;IACrH,CAAC;IAES,mBAAmB;QACzB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;QACrD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,gBAAgB,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC;QACrG,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,gBAAgB,CAAC;IACzE,CAAC;IAED;;;;;OAKG;IACa,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,IAAI,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC7D,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,wCAAwC,EAAE,CAAC;YACpD,CAAC;YACD,IAAI,IAAI,CAAC,sCAAsC,EAAE,CAAC;gBAC9C,IAAI,CAAC,8CAA8C,EAAE,CAAC;YAC1D,CAAC;YACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBAC/B,IAAI,CAAC,+BAA+B,EAAE,CAAC;YAC3C,CAAC;YACD,MAAM,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YACxF,MAAM,CAAC,UAAU,CAAC,wBAAwB,GAAG,UAAU,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QACrF,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/D,MAAM,CAAC,UAAU,CAAC,iBAAiB,GAAG,UAAU,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC/E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QACtD,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;YAE9J,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;YAE7H,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;QAEtJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACpJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,4BAA4B,CAAC,MAAc,EAAE,oBAA4B;QAC5E,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,oBAAoB,EAAE,CAAC;YACvC,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAChH,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAC7G,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;QACtC,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QACnC,CAAC;IACL,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAA8B;QACvD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,IAAI,IAAI,SAAS,CAAC,UAAU,CAAC,CAAC;QAE5G,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9H,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAA8B;QACvD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,IAAI,IAAI,SAAS,CAAC,UAAU,CAAC,CAAC;QAE5G,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QAC/D,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QACzC,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1H,OAAO,CAAC,iBAAiB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC1H,CAAC;CACJ;AAnbG;IADC,SAAS,EAAE;sCAGX;AAkBD;IADC,SAAS,EAAE;2CAGX;AAgBD;IADC,SAAS,EAAE;iDAGX;AAaM;IADN,SAAS,EAAE;2CACY;AAexB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;0DAGX;AAcD;IADC,SAAS,EAAE;6DAGX;AAUO;IADP,kBAAkB,CAAC,uBAAuB,CAAC;qDACM;AAqUtD,sBAAsB;AACtB,aAAa,CAAC,mBAAmB,EAAE,SAAS,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n /** @internal */\r\n public _cosHalfAngle: number;\r\n\r\n /** @internal */\r\n public _lightAngleScale: number;\r\n /** @internal */\r\n public _lightAngleOffset: number;\r\n\r\n private _iesProfileTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets or sets the IES profile texture used to create the spotlight\r\n * @see https://playground.babylonjs.com/#UIAXAU#1\r\n */\r\n public get iesProfileTexture(): Nullable<BaseTexture> {\r\n return this._iesProfileTexture;\r\n }\r\n\r\n public set iesProfileTexture(value: Nullable<BaseTexture>) {\r\n if (this._iesProfileTexture === value) {\r\n return;\r\n }\r\n\r\n this._iesProfileTexture = value;\r\n\r\n if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {\r\n this._iesProfileTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const p = lightFar / (lightFar - lightNear);\r\n const q = -p * lightNear;\r\n const s = 1.0 / Math.tan(this._angle / 2.0);\r\n const a = 1.0;\r\n\r\n Matrix.FromValuesToRef(s / a, 0.0, 0.0, 0.0, 0.0, s, 0.0, 0.0, 0.0, 0.0, p, 1.0, 0.0, 0.0, q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightTexture\" + lightIndex, this.projectionTexture);\r\n }\r\n\r\n if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {\r\n effect.setTexture(\"iesLightTexture\" + lightIndex, this._iesProfileTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n if (this._iesProfileTexture) {\r\n this._iesProfileTexture.dispose();\r\n this._iesProfileTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : (activeCamera?.minZ ?? Constants.ShadowMinZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : (activeCamera?.maxZ ?? Constants.ShadowMaxZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
1
+ {"version":3,"file":"spotLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/spotLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAGnE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAI/B,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAEnD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,SAAS,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;AAClF,CAAC,CAAC,CAAC;AAEH;;;;;;GAMG;AACH,MAAM,OAAO,SAAU,SAAQ,WAAW;IA0BtC;;;OAGG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEhC,IAAI,IAAI,CAAC,kBAAkB,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;YAC3E,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;gBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACnC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD;;OAEG;IACH,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;QACnD,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IAEH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IACD;;;;OAIG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAGD;;OAEG;IAEH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IACD;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,CAAC,4BAA4B,EAAE,CAAC;IACxC,CAAC;IASD;;OAEG;IACH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAGD;;OAEG;IAEH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,0BAA0B,CAAC,KAAa;QAC/C,IAAI,CAAC,2BAA2B,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,0BAA0B,CAAC;IAC3C,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAAa;QAC9C,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;QACxC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IACD;;OAEG;IACH,IAAW,4BAA4B,CAAC,KAAc;QAClD,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAKD;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QACpC,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAChE,IAAI,SAAS,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBAC1D,IAAI,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;oBACzD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;iBAAM,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBACvD,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;oBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,oBAAoB,CAAC,OAAoB;QACpD,OAAQ,OAA6B,CAAC,qBAAqB,KAAK,SAAS,CAAC;IAC9E,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,OAAoB;QAC1C,OAAQ,OAAmB,CAAC,gBAAgB,KAAK,SAAS,CAAC;IAC/D,CAAC;IASD;;OAEG;IACH,IAAW,sCAAsC;QAC7C,OAAO,IAAI,CAAC,uCAAuC,CAAC;IACxD,CAAC;IAED,IAAW,sCAAsC,CAAC,UAAkB;QAChE,IAAI,CAAC,uCAAuC,GAAG,UAAU,CAAC;QAC1D,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;IACxC,CAAC;IAID;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,SAAkB,EAAE,KAAa,EAAE,QAAgB,EAAE,KAAa;QAC3G,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QA7Nf,gBAAW,GAAW,CAAC,CAAC;QASxB,uBAAkB,GAA0B,IAAI,CAAC;QAmFjD,6BAAwB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAQvC,gCAA2B,GAAW,IAAI,CAAC;QAgB3C,+BAA0B,GAAW,MAAM,CAAC;QAgB5C,kCAA6B,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAuDxD,qCAAgC,GAAG,IAAI,CAAC;QACxC,2CAAsC,GAAG,IAAI,CAAC;QAC9C,4BAAuB,GAAG,IAAI,CAAC;QAC/B,uCAAkC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACpD,sCAAiC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAElD,4CAAuC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAcxD,oCAA+B,GAAG,MAAM,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAgBxI,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;;OAGG;IACH,gEAAgE;IAChD,SAAS;QACrB,OAAO,KAAK,CAAC,qBAAqB,CAAC;IACvC,CAAC;IAED;;;OAGG;IACgB,aAAa,CAAC,KAAc;QAC3C,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;QAC3B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;OAGG;IACgB,YAAY,CAAC,KAAc;QAC1C,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;QAC1B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;;;;OAMG;IACH,6DAA6D;IACnD,iCAAiC,CAAC,MAAc,EAAE,UAAkB,EAAE,UAA+B;QAC3G,MAAM,YAAY,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,YAAY,CAAC;QAElD,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC;QACrD,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,CAAC;QAEnD,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QACjF,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,MAAM,qBAAqB,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEhF,MAAM,CAAC,qBAAqB,CACxB,KAAK,EACL,GAAG,EACH,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,MAAM,EACN,IAAI,EACJ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EACvC,SAAS,EACT,qBAAqB,CACxB,CAAC;IACN,CAAC;IAES,wCAAwC;QAC9C,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,IAAI,CAAC,mBAAmB,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,kCAAkC,CAAC,CAAC;QACxG,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,mBAAmB,EAAE,EAAE,IAAI,CAAC,kCAAkC,EAAE,IAAI,CAAC,6BAA6B,EAAE,IAAI,CAAC,iCAAiC,CAAC,CAAC;IAC1K,CAAC;IAES,8CAA8C;QACpD,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,MAAM,QAAQ,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,0BAA0B,CAAC;QAElD,MAAM,CAAC,GAAG,QAAQ,GAAG,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC;QACzB,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,GAAG,CAAC;QAEd,MAAM,CAAC,eAAe,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,uCAAuC,CAAC,CAAC;IACrJ,CAAC;IAED;;OAEG;IACO,+BAA+B;QACrC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QAErC,IAAI,CAAC,iCAAiC,CAAC,aAAa,CAAC,IAAI,CAAC,uCAAuC,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAClI,IAAI,IAAI,CAAC,kBAAkB,YAAY,OAAO,EAAE,CAAC;YAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAC7I,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,IAAI,CAAC,+BAA+B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;IACrH,CAAC;IAES,mBAAmB;QACzB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;QACrD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,gBAAgB,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC;QACrG,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,gBAAgB,CAAC;IACzE,CAAC;IAED;;;;;OAKG;IACa,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,IAAI,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC7D,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,wCAAwC,EAAE,CAAC;YACpD,CAAC;YACD,IAAI,IAAI,CAAC,sCAAsC,EAAE,CAAC;gBAC9C,IAAI,CAAC,8CAA8C,EAAE,CAAC;YAC1D,CAAC;YACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBAC/B,IAAI,CAAC,+BAA+B,EAAE,CAAC;YAC3C,CAAC;YACD,MAAM,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YACxF,MAAM,CAAC,UAAU,CAAC,wBAAwB,GAAG,UAAU,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QACrF,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/D,MAAM,CAAC,UAAU,CAAC,iBAAiB,GAAG,UAAU,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC/E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QACtD,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,IAAI,CAAC,cAAc,CAAC,YAAY,CAC5B,YAAY,EACZ,IAAI,CAAC,mBAAmB,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,EAC/D,IAAI,CAAC,mBAAmB,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,EAC/D,IAAI,CAAC,mBAAmB,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,EAC/D,IAAI,CAAC,QAAQ,EACb,UAAU,CACb,CAAC;YAEF,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAC5B,YAAY,EACZ,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,EACpD,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,EACpD,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,EACpD,IAAI,CAAC,QAAQ,EACb,UAAU,CACb,CAAC;YAEF,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;QAEtJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACpJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,4BAA4B,CAAC,MAAc,EAAE,oBAA4B;QAC5E,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,oBAAoB,EAAE,CAAC;YACvC,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAChH,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAC7G,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;QACtC,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QACnC,CAAC;IACL,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAA8B;QACvD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,IAAI,IAAI,SAAS,CAAC,UAAU,CAAC,CAAC;QAE5G,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9H,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAA8B;QACvD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,IAAI,IAAI,SAAS,CAAC,UAAU,CAAC,CAAC;QAE5G,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QAC/D,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QACzC,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1H,OAAO,CAAC,iBAAiB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC1H,CAAC;CACJ;AAjcG;IADC,SAAS,EAAE;sCAGX;AAkBD;IADC,SAAS,EAAE;2CAGX;AAgBD;IADC,SAAS,EAAE;iDAGX;AAaM;IADN,SAAS,EAAE;2CACY;AAexB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;0DAGX;AAcD;IADC,SAAS,EAAE;6DAGX;AAUO;IADP,kBAAkB,CAAC,uBAAuB,CAAC;qDACM;AAmVtD,sBAAsB;AACtB,aAAa,CAAC,mBAAmB,EAAE,SAAS,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n /** @internal */\r\n public _cosHalfAngle: number;\r\n\r\n /** @internal */\r\n public _lightAngleScale: number;\r\n /** @internal */\r\n public _lightAngleOffset: number;\r\n\r\n private _iesProfileTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets or sets the IES profile texture used to create the spotlight\r\n * @see https://playground.babylonjs.com/#UIAXAU#1\r\n */\r\n public get iesProfileTexture(): Nullable<BaseTexture> {\r\n return this._iesProfileTexture;\r\n }\r\n\r\n public set iesProfileTexture(value: Nullable<BaseTexture>) {\r\n if (this._iesProfileTexture === value) {\r\n return;\r\n }\r\n\r\n this._iesProfileTexture = value;\r\n\r\n if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {\r\n this._iesProfileTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const p = lightFar / (lightFar - lightNear);\r\n const q = -p * lightNear;\r\n const s = 1.0 / Math.tan(this._angle / 2.0);\r\n const a = 1.0;\r\n\r\n Matrix.FromValuesToRef(s / a, 0.0, 0.0, 0.0, 0.0, s, 0.0, 0.0, 0.0, 0.0, p, 1.0, 0.0, 0.0, q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightTexture\" + lightIndex, this.projectionTexture);\r\n }\r\n\r\n if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {\r\n effect.setTexture(\"iesLightTexture\" + lightIndex, this._iesProfileTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - this._scene.floatingOriginOffset.x,\r\n this.transformedPosition.y - this._scene.floatingOriginOffset.y,\r\n this.transformedPosition.z - this._scene.floatingOriginOffset.z,\r\n this.exponent,\r\n lightIndex\r\n );\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.position.x - this._scene.floatingOriginOffset.x,\r\n this.position.y - this._scene.floatingOriginOffset.y,\r\n this.position.z - this._scene.floatingOriginOffset.z,\r\n this.exponent,\r\n lightIndex\r\n );\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n if (this._iesProfileTexture) {\r\n this._iesProfileTexture.dispose();\r\n this._iesProfileTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : (activeCamera?.minZ ?? Constants.ShadowMinZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : (activeCamera?.maxZ ?? Constants.ShadowMaxZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
@@ -15,6 +15,7 @@ export declare class CurrentScreenBlock extends NodeMaterialBlock {
15
15
  protected _gammaDefineName: string;
16
16
  protected _mainUVName: string;
17
17
  protected _tempTextureRead: string;
18
+ protected _texture: Nullable<BaseTexture>;
18
19
  /**
19
20
  * The name of the sampler to read the screen texture from.
20
21
  */
@@ -22,7 +23,8 @@ export declare class CurrentScreenBlock extends NodeMaterialBlock {
22
23
  /**
23
24
  * Gets or sets the texture associated with the node
24
25
  */
25
- texture: Nullable<BaseTexture>;
26
+ get texture(): Nullable<BaseTexture>;
27
+ set texture(value: Nullable<BaseTexture>);
26
28
  /**
27
29
  * Gets or sets a boolean indicating if content needs to be converted to gamma space
28
30
  */
@@ -14,6 +14,15 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
14
14
  get samplerName() {
15
15
  return this._samplerName;
16
16
  }
17
+ /**
18
+ * Gets or sets the texture associated with the node
19
+ */
20
+ get texture() {
21
+ return this._texture;
22
+ }
23
+ set texture(value) {
24
+ this._texture = value;
25
+ }
17
26
  /**
18
27
  * Create a new CurrentScreenBlock
19
28
  * @param name defines the block name
@@ -94,7 +103,7 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
94
103
  * @param state defines the state that will be used for the build
95
104
  */
96
105
  initialize(state) {
97
- state._excludeVariableName(this._samplerName);
106
+ state._excludeVariableName(this.samplerName);
98
107
  }
99
108
  get target() {
100
109
  if (!this.uv.isConnected) {
@@ -144,15 +153,15 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
144
153
  return;
145
154
  }
146
155
  const textureReadFunc = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */
147
- ? `texture2D(${this._samplerName},`
148
- : `textureSampleLevel(${this._samplerName}, ${this._samplerName + `Sampler`},`;
156
+ ? `texture2D(${this.samplerName},`
157
+ : `textureSampleLevel(${this.samplerName}, ${this.samplerName + `Sampler`},`;
149
158
  const complement = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */ ? "" : ", 0";
150
159
  state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\n`;
151
160
  return;
152
161
  }
153
162
  const textureReadFunc = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */
154
- ? `texture2D(${this._samplerName},`
155
- : `textureSample(${this._samplerName}, ${this._samplerName + `Sampler`},`;
163
+ ? `texture2D(${this.samplerName},`
164
+ : `textureSample(${this.samplerName}, ${this.samplerName + `Sampler`},`;
156
165
  if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
157
166
  state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\n`;
158
167
  return;
@@ -181,7 +190,7 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
181
190
  }
182
191
  _emitUvAndSampler(state) {
183
192
  state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
184
- state._emit2DSampler(this._samplerName);
193
+ state._emit2DSampler(this.samplerName);
185
194
  }
186
195
  _buildBlock(state) {
187
196
  super._buildBlock(state);
@@ -1 +1 @@
1
- {"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;AAKhF,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,OAA4B;QACvD,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,KAA6B,EAAE,MAAmC,EAAE,OAAe,EAAE,UAAU,GAAG,KAAK;QAC1H,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;gBACrD,OAAO;YACX,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;YAEtG,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YAClE,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;YACtG,OAAO;QACX,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;QAEtG,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,iBAAiB,IAAI,CAAC;QAChE,KAAK,CAAC,iBAAiB,IAAI,GAAG,MAAM,CAAC,sBAAsB,mBAAmB,MAAM,CAAC,sBAAsB,MAAM,CAAC;QAClH,KAAK,CAAC,iBAAiB,IAAI,UAAU,CAAC;QAEtC,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,gBAAgB,IAAI,CAAC;QAC/D,KAAK,CAAC,iBAAiB,IAAI,GAAG,MAAM,CAAC,sBAAsB,oBAAoB,MAAM,CAAC,sBAAsB,MAAM,CAAC;QACnH,KAAK,CAAC,iBAAiB,IAAI,UAAU,CAAC;IAC1C,CAAC;IAES,iBAAiB,CAAC,KAA6B;QACrD,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC9F,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAC5C,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAEtE,IAAI,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACpD,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/C,CAAC;QACD,IAAI,KAAK,CAAC,UAAU,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACnD,KAAK,CAAC,UAAU,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9C,CAAC;QACD,IAAI,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACvD,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAClD,CAAC;QACD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE9C,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,SAAS;YACT,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,2BAA2B,CAAC,EAAE,CAAC;YAC5D,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QAC9D,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,kBAAkB,CAAC,SAAS,CAAC,CAAC;QAE5D,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAClC,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAE5D,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,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,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACnE,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;QACrE,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,CAAC;YAC/C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;QAC3D,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,mBAAmB,CAAC;QACnE,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC,mBAAmB,CAAC,oBAAoB,CAAC;QAEvE,IAAI,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAC9B,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC;YAChF,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,mBAAmB,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAY,CAAC;QACzF,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["import { 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 { NodeMaterialDefines } 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(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"]}
1
+ {"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;AAKhF,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;IAQrD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IACD,IAAW,OAAO,CAAC,KAA4B;QAC3C,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAYD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAvClD,iBAAY,GAAG,gBAAgB,CAAC;QAwB1C;;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,WAAW,CAAC,CAAC;IACjD,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,OAA4B;QACvD,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,WAAW,GAAG;gBAClC,CAAC,CAAC,sBAAsB,IAAI,CAAC,WAAW,KAAK,IAAI,CAAC,WAAW,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;YAEvG,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,WAAW,GAAG;YAClC,CAAC,CAAC,iBAAiB,IAAI,CAAC,WAAW,KAAK,IAAI,CAAC,WAAW,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;QAElG,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,KAA6B,EAAE,MAAmC,EAAE,OAAe,EAAE,UAAU,GAAG,KAAK;QAC1H,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;gBACrD,OAAO;YACX,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;YAEtG,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YAClE,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;YACtG,OAAO;QACX,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,KAAK,CAAC;QAEtG,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,iBAAiB,IAAI,CAAC;QAChE,KAAK,CAAC,iBAAiB,IAAI,GAAG,MAAM,CAAC,sBAAsB,mBAAmB,MAAM,CAAC,sBAAsB,MAAM,CAAC;QAClH,KAAK,CAAC,iBAAiB,IAAI,UAAU,CAAC;QAEtC,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,gBAAgB,IAAI,CAAC;QAC/D,KAAK,CAAC,iBAAiB,IAAI,GAAG,MAAM,CAAC,sBAAsB,oBAAoB,MAAM,CAAC,sBAAsB,MAAM,CAAC;QACnH,KAAK,CAAC,iBAAiB,IAAI,UAAU,CAAC;IAC1C,CAAC;IAES,iBAAiB,CAAC,KAA6B;QACrD,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC9F,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;IAC3C,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAEtE,IAAI,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACpD,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/C,CAAC;QACD,IAAI,KAAK,CAAC,UAAU,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACnD,KAAK,CAAC,UAAU,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9C,CAAC;QACD,IAAI,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACvD,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAClD,CAAC;QACD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE9C,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,SAAS;YACT,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,2BAA2B,CAAC,EAAE,CAAC;YAC5D,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QAC9D,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,kBAAkB,CAAC,SAAS,CAAC,CAAC;QAE5D,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAClC,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAE5D,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,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,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACnE,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;QACrE,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,CAAC;YAC/C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;QAC3D,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,mBAAmB,CAAC;QACnE,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC,mBAAmB,CAAC,oBAAoB,CAAC;QAEvE,IAAI,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAC9B,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC;YAChF,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,mBAAmB,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAY,CAAC;QACzF,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["import { 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 { NodeMaterialDefines } 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 protected _texture: Nullable<BaseTexture>;\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 get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n public set texture(value: Nullable<BaseTexture>) {\r\n this._texture = value;\r\n }\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(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"]}
@@ -83,7 +83,7 @@ export class ImageSourceBlock extends NodeMaterialBlock {
83
83
  _buildBlock(state) {
84
84
  super._buildBlock(state);
85
85
  if (state.target === NodeMaterialBlockTargets.Vertex) {
86
- this._samplerName = state._getFreeVariableName(this.name + "Texture");
86
+ this._samplerName = state._getFreeVariableName(this.name);
87
87
  // Declarations
88
88
  state.sharedData.blockingBlocks.push(this);
89
89
  state.sharedData.textureBlocks.push(this);
@@ -1 +1 @@
1
- {"version":3,"file":"imageSourceBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/imageSourceBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAI1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,+BAA+B,CAAC;AAE1D,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,uCAAuC,EAAE,MAAM,+CAA+C,CAAC;AACxG,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAE9D;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IAGnD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,OAA0B;QACzC,IAAI,IAAI,CAAC,QAAQ,KAAK,OAAO,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,OAAO,EAAE,QAAQ,EAAE,IAAI,WAAW,CAAC,gBAAgB,CAAC;QAElE,IAAI,CAAC,OAAO,IAAI,KAAK,EAAE,CAAC;YACpB,KAAK,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBACvE,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,QAAS,CAAC,CAAC;YAC1C,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,IAAI,OAAO,IAAI,KAAK,EAAE,CAAC;YACnB,KAAK,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBACvE,OAAO,GAAG,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;YACnC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAExD,IAAI,CAAC,cAAc,CACf,QAAQ,EACR,qCAAqC,CAAC,MAAM,EAC5C,wBAAwB,CAAC,iBAAiB,EAC1C,IAAI,uCAAuC,CAAC,QAAQ,EAAE,IAAI,uDAA+C,gBAAgB,EAAE,kBAAkB,CAAC,CACjJ,CAAC;QAEF,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;IACrF,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,aAA2B;QAC5D,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;IACvD,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;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,MAAM,EAAE,CAAC;YACnD,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,CAAC;YAEtE,eAAe;YACf,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAC3C,KAAK,CAAC,UAAU,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAC1C,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/C,CAAC;QAED,IAAI,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC9B,IAAI,MAAM,GAAW,EAAE,CAAC;YACxB,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;gBAC/C,MAAM,GAAG,2BAA2B,IAAI,CAAC,YAAY,UAAU,CAAC;YACpE,CAAC;iBAAM,CAAC;gBACJ,MAAM,GAAG,oBAAoB,IAAI,CAAC,YAAY,UAAU,CAAC;YAC7D,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,MAAM,KAAK,CAAC;QACzF,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC;YACrC,KAAK,CAAC,mBAAmB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACjD,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC5C,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB,CAAC,aAAa,GAAG,KAAK;QACxD,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAE7C,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,aAAa,EAAE,CAAC;YACjC,OAAO,UAAU,CAAC;QACtB,CAAC;QAED,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mCAAmC,IAAI,CAAC,OAAO,CAAC,IAAI,YAAY,IAAI,CAAC,OAAO,CAAC,QAAQ,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,KAAK,IAAI,CAAC,OAAO,CAAC,YAAY,MAAM,CAAC;QAC1L,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,oBAAoB,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,CAAC;QACnF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,oBAAoB,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,CAAC;QACnF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mBAAmB,IAAI,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC;QACjF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mBAAmB,IAAI,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC;QACjF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mBAAmB,IAAI,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC;QACjF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,sBAAsB,IAAI,CAAC,OAAO,CAAC,OAAO,KAAK,CAAC;QACvF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,sBAAsB,IAAI,CAAC,OAAO,CAAC,OAAO,KAAK,CAAC;QACvF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,qBAAqB,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC;QACrF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,qBAAqB,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC;QACrF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,8BAA8B,IAAI,CAAC,OAAO,CAAC,eAAe,KAAK,CAAC;QAEvG,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS,CAAC,aAAa,GAAG,KAAK;QAC3C,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,IACI,CAAC,aAAa;YACd,IAAI,CAAC,OAAO;YACZ,CAAC,YAAY,CAAC,wCAAwC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC;YACvF,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,KAAK,cAAc,EAChD,CAAC;YACC,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;QAC3D,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe,EAAE,WAAqC;QACvH,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,WAAW,CAAC,CAAC;QAErE,IAAI,mBAAmB,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,wBAAwB,EAAE,CAAC;YACxE,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,KAAK,SAAS,EAAE,CAAC;gBAChD,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE,CAAC;oBACzD,OAAO,GAAG,EAAE,CAAC;gBACjB,CAAC;qBAAM,IAAI,WAAW,EAAE,CAAC;oBACrB,mBAAmB,CAAC,OAAO,CAAC,GAAG,GAAG,WAAW,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;oBAC/E,mBAAmB,CAAC,OAAO,CAAC,IAAI,GAAG,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC;gBACvE,CAAC;YACL,CAAC;YACD,IAAI,mBAAmB,CAAC,OAAO,CAAC,YAAY,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,KAAK,SAAS,EAAE,CAAC;gBAC5F,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,mBAAmB,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAY,CAAC;YACzF,CAAC;QACL,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\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.registerOutput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"dimensions\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n public override bind(effect: Effect, _nodeMaterial: NodeMaterial) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\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 /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the dimension component\r\n */\r\n public get dimensions(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Texture\");\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (this.dimensions.isConnected) {\r\n let affect: string = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n affect = `vec2f(textureDimensions(${this._samplerName}, 0).xy)`;\r\n } else {\r\n affect = `vec2(textureSize(${this._samplerName}, 0).xy)`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(this.dimensions)} = ${affect};\\n`;\r\n }\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode(ignoreTexture = false) {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture || ignoreTexture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(ignoreTexture = false): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (\r\n !ignoreTexture &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\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, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl, urlRewriter);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n if (serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n }\r\n if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);\r\n"]}
1
+ {"version":3,"file":"imageSourceBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/imageSourceBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAI1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,+BAA+B,CAAC;AAE1D,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,uCAAuC,EAAE,MAAM,+CAA+C,CAAC;AACxG,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAE9D;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IAGnD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,OAA0B;QACzC,IAAI,IAAI,CAAC,QAAQ,KAAK,OAAO,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,OAAO,EAAE,QAAQ,EAAE,IAAI,WAAW,CAAC,gBAAgB,CAAC;QAElE,IAAI,CAAC,OAAO,IAAI,KAAK,EAAE,CAAC;YACpB,KAAK,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBACvE,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,QAAS,CAAC,CAAC;YAC1C,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,IAAI,OAAO,IAAI,KAAK,EAAE,CAAC;YACnB,KAAK,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBACvE,OAAO,GAAG,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;YACnC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAExD,IAAI,CAAC,cAAc,CACf,QAAQ,EACR,qCAAqC,CAAC,MAAM,EAC5C,wBAAwB,CAAC,iBAAiB,EAC1C,IAAI,uCAAuC,CAAC,QAAQ,EAAE,IAAI,uDAA+C,gBAAgB,EAAE,kBAAkB,CAAC,CACjJ,CAAC;QAEF,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;IACrF,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,aAA2B;QAC5D,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;IACvD,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;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,MAAM,EAAE,CAAC;YACnD,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE1D,eAAe;YACf,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAC3C,KAAK,CAAC,UAAU,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAC1C,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/C,CAAC;QAED,IAAI,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC9B,IAAI,MAAM,GAAW,EAAE,CAAC;YACxB,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;gBAC/C,MAAM,GAAG,2BAA2B,IAAI,CAAC,YAAY,UAAU,CAAC;YACpE,CAAC;iBAAM,CAAC;gBACJ,MAAM,GAAG,oBAAoB,IAAI,CAAC,YAAY,UAAU,CAAC;YAC7D,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,MAAM,KAAK,CAAC;QACzF,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC;YACrC,KAAK,CAAC,mBAAmB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACjD,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC5C,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB,CAAC,aAAa,GAAG,KAAK;QACxD,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAE7C,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,aAAa,EAAE,CAAC;YACjC,OAAO,UAAU,CAAC;QACtB,CAAC;QAED,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mCAAmC,IAAI,CAAC,OAAO,CAAC,IAAI,YAAY,IAAI,CAAC,OAAO,CAAC,QAAQ,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,KAAK,IAAI,CAAC,OAAO,CAAC,YAAY,MAAM,CAAC;QAC1L,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,oBAAoB,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,CAAC;QACnF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,oBAAoB,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,CAAC;QACnF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mBAAmB,IAAI,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC;QACjF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mBAAmB,IAAI,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC;QACjF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mBAAmB,IAAI,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC;QACjF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,sBAAsB,IAAI,CAAC,OAAO,CAAC,OAAO,KAAK,CAAC;QACvF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,sBAAsB,IAAI,CAAC,OAAO,CAAC,OAAO,KAAK,CAAC;QACvF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,qBAAqB,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC;QACrF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,qBAAqB,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC;QACrF,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,8BAA8B,IAAI,CAAC,OAAO,CAAC,eAAe,KAAK,CAAC;QAEvG,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS,CAAC,aAAa,GAAG,KAAK;QAC3C,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,IACI,CAAC,aAAa;YACd,IAAI,CAAC,OAAO;YACZ,CAAC,YAAY,CAAC,wCAAwC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC;YACvF,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,KAAK,cAAc,EAChD,CAAC;YACC,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;QAC3D,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe,EAAE,WAAqC;QACvH,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,WAAW,CAAC,CAAC;QAErE,IAAI,mBAAmB,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,wBAAwB,EAAE,CAAC;YACxE,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,KAAK,SAAS,EAAE,CAAC;gBAChD,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE,CAAC;oBACzD,OAAO,GAAG,EAAE,CAAC;gBACjB,CAAC;qBAAM,IAAI,WAAW,EAAE,CAAC;oBACrB,mBAAmB,CAAC,OAAO,CAAC,GAAG,GAAG,WAAW,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;oBAC/E,mBAAmB,CAAC,OAAO,CAAC,IAAI,GAAG,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC;gBACvE,CAAC;YACL,CAAC;YACD,IAAI,mBAAmB,CAAC,OAAO,CAAC,YAAY,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,KAAK,SAAS,EAAE,CAAC;gBAC5F,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,mBAAmB,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAY,CAAC;YACzF,CAAC;QACL,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\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.registerOutput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"dimensions\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n public override bind(effect: Effect, _nodeMaterial: NodeMaterial) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\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 /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the dimension component\r\n */\r\n public get dimensions(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name);\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (this.dimensions.isConnected) {\r\n let affect: string = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n affect = `vec2f(textureDimensions(${this._samplerName}, 0).xy)`;\r\n } else {\r\n affect = `vec2(textureSize(${this._samplerName}, 0).xy)`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(this.dimensions)} = ${affect};\\n`;\r\n }\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode(ignoreTexture = false) {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture || ignoreTexture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(ignoreTexture = false): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (\r\n !ignoreTexture &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\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, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl, urlRewriter);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n if (serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n }\r\n if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);\r\n"]}
@@ -124,6 +124,7 @@ export class LightBlock extends NodeMaterialBlock {
124
124
  initialize(state) {
125
125
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
126
126
  this._initShaderSourceAsync(state.shaderLanguage);
127
+ state._excludeVariableName("vViewDepth");
127
128
  }
128
129
  async _initShaderSourceAsync(shaderLanguage) {
129
130
  this._codeIsReady = false;
@@ -194,7 +195,7 @@ export class LightBlock extends NodeMaterialBlock {
194
195
  break;
195
196
  }
196
197
  const onlyUpdateBuffersList = state.uniforms.indexOf("vLightData" + lightIndex) >= 0;
197
- PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex]);
198
+ PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex], defines["CLUSTLIGHT" + lightIndex]);
198
199
  }
199
200
  }
200
201
  bind(effect, nodeMaterial, mesh) {
@@ -245,6 +246,10 @@ export class LightBlock extends NodeMaterialBlock {
245
246
  state.compilationString += `${state._declareLocalVar("worldPos", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\n`;
246
247
  if (this.view.isConnected) {
247
248
  state.compilationString += `${state._declareLocalVar("view", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\n`;
249
+ state._emitVaryingFromString("vViewDepth", NodeMaterialBlockConnectionPointTypes.Float);
250
+ state.compilationString +=
251
+ (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "vertexOutputs." : "") +
252
+ `vViewDepth = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\n`;
248
253
  }
249
254
  state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
250
255
  repeatKey: "maxSimultaneousLights",
@@ -273,7 +278,7 @@ export class LightBlock extends NodeMaterialBlock {
273
278
  const comments = `//${this.name}`;
274
279
  if (state.target !== NodeMaterialBlockTargets.Fragment) {
275
280
  // Vertex
276
- this._injectVertexCode(state);
281
+ this._injectVertexCode(state); // won't be executed if this.generateOnlyFragmentCode is true
277
282
  return;
278
283
  }
279
284
  if (this.generateOnlyFragmentCode) {
@@ -287,11 +292,11 @@ export class LightBlock extends NodeMaterialBlock {
287
292
  let worldPosVariableName = worldPos.associatedVariableName;
288
293
  if (this.generateOnlyFragmentCode) {
289
294
  worldPosVariableName = state._getFreeVariableName("globalWorldPos");
290
- state._emitFunction("light_globalworldpos", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\n`, comments);
295
+ state._emitFunction("light_globalworldpos", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3, false, true)};\n`, comments);
291
296
  state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\n`;
292
297
  state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
293
298
  repeatKey: "maxSimultaneousLights",
294
- substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,
299
+ substitutionVars: `worldPos,${worldPos.associatedVariableName}`,
295
300
  });
296
301
  }
297
302
  else {
@@ -314,6 +319,9 @@ export class LightBlock extends NodeMaterialBlock {
314
319
  if (state._registerTempVariable("viewDirectionW")) {
315
320
  state.compilationString += `${state._declareLocalVar("viewDirectionW", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\n`;
316
321
  }
322
+ if (this.generateOnlyFragmentCode && this.view.isConnected) {
323
+ state.compilationString += `${state._declareLocalVar("vViewDepth", NodeMaterialBlockConnectionPointTypes.Float)} = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\n`;
324
+ }
317
325
  state.compilationString += isWGSL ? `var info: lightingInfo;\n` : `lightingInfo info;\n`;
318
326
  state.compilationString += `${state._declareLocalVar("shadow", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\n`;
319
327
  state.compilationString += `${state._declareLocalVar("aggShadow", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\n`;
@@ -339,6 +347,9 @@ export class LightBlock extends NodeMaterialBlock {
339
347
  let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;
340
348
  if (isWGSL) {
341
349
  substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;
350
+ if (this.generateOnlyFragmentCode) {
351
+ substitutionVars += `,fragmentInputs.vViewDepth,vViewDepth`;
352
+ }
342
353
  }
343
354
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
344
355
  repeatKey: "maxSimultaneousLights",