@babylonjs/core 8.8.5 → 8.9.1

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Files changed (172) hide show
  1. package/Animations/animatable.core.js +2 -2
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +0 -7
  4. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +6 -3
  6. package/AudioV2/abstractAudio/abstractSoundSource.js +1 -2
  7. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  8. package/AudioV2/webAudio/webAudioEngine.js +4 -1
  9. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioSoundSource.js +1 -1
  11. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
  13. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  15. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  16. package/Cameras/targetCamera.d.ts +0 -4
  17. package/Cameras/targetCamera.js +0 -28
  18. package/Cameras/targetCamera.js.map +1 -1
  19. package/Collisions/gpuPicker.d.ts +3 -0
  20. package/Collisions/gpuPicker.js +26 -2
  21. package/Collisions/gpuPicker.js.map +1 -1
  22. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +22 -15
  23. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  24. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -0
  25. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +8 -0
  26. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  27. package/Engines/WebGPU/webgpuBufferManager.js +5 -2
  28. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  29. package/Engines/abstractEngine.js +2 -2
  30. package/Engines/abstractEngine.js.map +1 -1
  31. package/Engines/constants.d.ts +5 -0
  32. package/Engines/constants.js +5 -0
  33. package/Engines/constants.js.map +1 -1
  34. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js +1 -1
  35. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js.map +1 -1
  36. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.d.ts +2 -1
  37. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.js +5 -4
  38. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.js.map +1 -1
  39. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.d.ts +3 -1
  40. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js +26 -4
  41. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +3 -0
  43. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +13 -0
  44. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  45. package/FrameGraph/Node/nodeRenderGraph.d.ts +1 -1
  46. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  47. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  48. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +7 -0
  49. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +17 -0
  50. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  51. package/FrameGraph/frameGraph.d.ts +2 -0
  52. package/FrameGraph/frameGraph.js +2 -0
  53. package/FrameGraph/frameGraph.js.map +1 -1
  54. package/Gizmos/planeRotationGizmo.js +1 -1
  55. package/Gizmos/planeRotationGizmo.js.map +1 -1
  56. package/Helpers/environmentHelper.js +3 -3
  57. package/Helpers/environmentHelper.js.map +1 -1
  58. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  59. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +4 -1
  61. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  62. package/Materials/PBR/pbrBRDFConfiguration.d.ts +30 -0
  63. package/Materials/PBR/pbrBRDFConfiguration.js +45 -0
  64. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  65. package/Materials/PBR/pbrBaseMaterial.d.ts +0 -10
  66. package/Materials/PBR/pbrBaseMaterial.js +0 -13
  67. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  68. package/Materials/PBR/pbrMaterial.d.ts +0 -16
  69. package/Materials/PBR/pbrMaterial.decalMap.js +0 -5
  70. package/Materials/PBR/pbrMaterial.decalMap.js.map +1 -1
  71. package/Materials/PBR/pbrMaterial.js +1 -30
  72. package/Materials/PBR/pbrMaterial.js.map +1 -1
  73. package/Materials/Textures/renderTargetTexture.d.ts +4 -4
  74. package/Materials/Textures/renderTargetTexture.js +3 -1
  75. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  76. package/Materials/effectRenderer.d.ts +1 -0
  77. package/Materials/effectRenderer.js +3 -1
  78. package/Materials/effectRenderer.js.map +1 -1
  79. package/Materials/shaderMaterial.d.ts +7 -8
  80. package/Materials/shaderMaterial.js +21 -15
  81. package/Materials/shaderMaterial.js.map +1 -1
  82. package/Materials/standardMaterial.decalMap.js +0 -5
  83. package/Materials/standardMaterial.decalMap.js.map +1 -1
  84. package/Materials/standardMaterial.js +1 -1
  85. package/Materials/standardMaterial.js.map +1 -1
  86. package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +11 -11
  87. package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -1
  88. package/Maths/math.like.d.ts +2 -2
  89. package/Maths/math.like.js.map +1 -1
  90. package/Maths/math.vector.d.ts +23 -17
  91. package/Maths/math.vector.js +144 -115
  92. package/Maths/math.vector.js.map +1 -1
  93. package/Meshes/Node/nodeGeometry.d.ts +1 -1
  94. package/Meshes/Node/nodeGeometry.js +1 -1
  95. package/Meshes/Node/nodeGeometry.js.map +1 -1
  96. package/Meshes/csg2.js +1 -1
  97. package/Meshes/csg2.js.map +1 -1
  98. package/Meshes/instancedMesh.js +12 -2
  99. package/Meshes/instancedMesh.js.map +1 -1
  100. package/Meshes/mesh.d.ts +2 -2
  101. package/Meshes/mesh.js.map +1 -1
  102. package/Misc/minMaxReducer.js +5 -0
  103. package/Misc/minMaxReducer.js.map +1 -1
  104. package/Offline/database.d.ts +1 -1
  105. package/Offline/database.js +5 -5
  106. package/Offline/database.js.map +1 -1
  107. package/Rendering/depthPeelingRenderer.d.ts +1 -1
  108. package/Rendering/depthPeelingRenderer.js +1 -1
  109. package/Rendering/depthPeelingRenderer.js.map +1 -1
  110. package/Rendering/edgesRenderer.d.ts +1 -1
  111. package/Rendering/edgesRenderer.js +2 -2
  112. package/Rendering/edgesRenderer.js.map +1 -1
  113. package/Rendering/fluidRenderer/fluidRenderer.d.ts +1 -1
  114. package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
  115. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  116. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +1 -1
  117. package/Rendering/fluidRenderer/fluidRenderingObject.js +1 -1
  118. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  119. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +1 -1
  120. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +1 -1
  121. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  122. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +1 -1
  123. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +1 -1
  124. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  125. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +2 -2
  126. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +2 -2
  127. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  128. package/Rendering/prePassEffectConfiguration.d.ts +5 -0
  129. package/Rendering/prePassEffectConfiguration.js.map +1 -1
  130. package/Rendering/prePassRenderer.js +3 -0
  131. package/Rendering/prePassRenderer.js.map +1 -1
  132. package/Rendering/subSurfaceConfiguration.d.ts +6 -1
  133. package/Rendering/subSurfaceConfiguration.js +6 -1
  134. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  135. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +15 -14
  136. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  137. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -0
  138. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  139. package/Shaders/ShadersInclude/pbrBlockReflection.js +1 -1
  140. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  141. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +2 -2
  142. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  143. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +4 -4
  144. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  145. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +6 -2
  146. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  147. package/Shaders/pbr.fragment.js +6 -2
  148. package/Shaders/pbr.fragment.js.map +1 -1
  149. package/Shaders/pbr.vertex.d.ts +1 -0
  150. package/Shaders/pbr.vertex.js +12 -4
  151. package/Shaders/pbr.vertex.js.map +1 -1
  152. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +3 -0
  153. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  154. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
  155. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  156. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +2 -2
  157. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +7 -2
  159. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  160. package/ShadersWGSL/pbr.fragment.js +2 -1
  161. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  162. package/ShadersWGSL/pbr.vertex.d.ts +1 -0
  163. package/ShadersWGSL/pbr.vertex.js +5 -2
  164. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  165. package/assetContainer.js +13 -13
  166. package/assetContainer.js.map +1 -1
  167. package/package.json +1 -1
  168. package/scene.d.ts +4 -0
  169. package/scene.js +21 -15
  170. package/scene.js.map +1 -1
  171. package/sceneComponent.d.ts +1 -1
  172. package/sceneComponent.js.map +1 -1
@@ -139,13 +139,16 @@ export class SubSurfaceBlock extends NodeMaterialBlock {
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  ${state._declareLocalVar("vTintColor", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${refractionTintAtDistance});
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  ${state._declareLocalVar("vSubSurfaceIntensity", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);
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  ${state._declareLocalVar("dispersion", NodeMaterialBlockConnectionPointTypes.Float)} = ${dispersion};
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+ #ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
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+ vec3 vSpecularEnvironmentReflectance = vec3(max(colorSpecularEnvironmentReflectance.r, max(colorSpecularEnvironmentReflectance.g, colorSpecularEnvironmentReflectance.b)));
144
+ #endif
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  subSurfaceOut = subSurfaceBlock(
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  vSubSurfaceIntensity
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  , vThicknessParam
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  , vTintColor
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  , normalW
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  #ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
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- , vec3(max(cumulativeSpecularEnvironmentReflectance.r, max(cumulativeSpecularEnvironmentReflectance.g, cumulativeSpecularEnvironmentReflectance.b)))
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+ , vSpecularEnvironmentReflectance
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  #else
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  , baseSpecularEnvironmentReflectance
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  #endif
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RefractionBlock } from \"./refractionBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { PBRSubSurfaceConfiguration } from \"core/Materials/PBR/pbrSubSurfaceConfiguration\";\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDist\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\")\r\n );\r\n this.registerInput(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.)\r\n */\r\n @editableInPropertyPage(\"Apply albedo after sub-surface\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public applyAlbedoAfterSubSurface: boolean = PBRSubSurfaceConfiguration.DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE;\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(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vTranslucencyColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n state._excludeVariableName(\"dispersion\");\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 \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the thickness component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDist(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the dispersion input component\r\n */\r\n public get dispersion(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.thickness.isConnected) {\r\n const thicknessInput = new InputBlock(\"SubSurface thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 0;\r\n thicknessInput.output.connectTo(this.thickness);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", false, true);\r\n defines.setValue(\"SS_REFRACTIONINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_TRANSLUCENCYINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_USE_GLTF_TEXTURES\", false, true);\r\n defines.setValue(\"SS_DISPERSION\", this.dispersion.isConnected, true);\r\n defines.setValue(\"SS_APPLY_ALBEDO_AFTER_SUBSURFACE\", this.applyAlbedoAfterSubSurface, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const thickness = ssBlock?.thickness.isConnected ? ssBlock.thickness.associatedVariableName : \"0.\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDist.isConnected ? ssBlock?.translucencyDiffusionDist.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable<RefractionBlock> = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable<RefractionBlock>;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n const dispersion = ssBlock?.dispersion.isConnected ? ssBlock?.dispersion.associatedVariableName : \"0.0\";\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `${isWebGPU ? \"var subSurfaceOut: subSurfaceOutParams\" : \"subSurfaceOutParams subSurfaceOut\"};\r\n\r\n #ifdef SUBSURFACE\r\n ${state._declareLocalVar(\"vThicknessParam\", NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(0., ${thickness});\r\n ${state._declareLocalVar(\"vTintColor\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${refractionTintAtDistance});\r\n ${state._declareLocalVar(\"vSubSurfaceIntensity\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n ${state._declareLocalVar(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float)} = ${dispersion};\r\n subSurfaceOut = subSurfaceBlock(\r\n vSubSurfaceIntensity\r\n , vThicknessParam\r\n , vTintColor\r\n , normalW\r\n #ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\r\n , vec3(max(cumulativeSpecularEnvironmentReflectance.r, max(cumulativeSpecularEnvironmentReflectance.g, cumulativeSpecularEnvironmentReflectance.b)))\r\n #else\r\n , baseSpecularEnvironmentReflectance\r\n #endif\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n , vec4${state.fSuffix}(0.)\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + reflectionBlock?._reflectionMatrixName}\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n , reflectionOut.irradianceVector\r\n #endif\r\n #if defined(REALTIME_FILTERING)\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._vReflectionFilteringInfoName}\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n , irradianceSampler\r\n ${isWebGPU ? `, irradianceSamplerSampler` : \"\"}\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\r\n , surfaceAlbedo\r\n #endif\r\n #ifdef SS_REFRACTION\r\n , ${worldPosVarName}.xyz\r\n , viewDirectionW\r\n , ${refractionView}\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + (refractionBlock?._vRefractionInfosName ?? \"\")}\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + (refractionBlock?._refractionMatrixName ?? \"\")}\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + (refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\")}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n , alpha\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n , NdotVUnclamped\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n , roughness\r\n #endif\r\n , alphaG\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n , ${refractionBlock?._cubeSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${refractionBlock?._2DSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n , ${refractionBlock?._cubeSamplerName ?? \"\"} \r\n ${isWebGPU ? `, ${refractionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${refractionBlock?._cubeSamplerName ?? \"\"} \r\n ${isWebGPU ? `, ${refractionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${refractionBlock?._2DSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${refractionBlock?._2DSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n , anisotropicOut\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n , ${refractionBlock?._vRefractionFilteringInfoName ?? \"\"}\r\n #endif\r\n #ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\r\n , vRefractionPosition\r\n , vRefractionSize\r\n #endif\r\n #ifdef SS_DISPERSION\r\n , dispersion\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n , ${translucencyDiffusionDistance}\r\n , vTintColor\r\n #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\r\n , vec4${state.fSuffix}(0.)\r\n #endif\r\n #endif \r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = colorSpecularEnvironmentReflectance;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SubSurfaceBlock\", SubSurfaceBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RefractionBlock } from \"./refractionBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { PBRSubSurfaceConfiguration } from \"core/Materials/PBR/pbrSubSurfaceConfiguration\";\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDist\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\")\r\n );\r\n this.registerInput(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.)\r\n */\r\n @editableInPropertyPage(\"Apply albedo after sub-surface\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public applyAlbedoAfterSubSurface: boolean = PBRSubSurfaceConfiguration.DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE;\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(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vTranslucencyColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n state._excludeVariableName(\"dispersion\");\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 \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the thickness component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDist(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the dispersion input component\r\n */\r\n public get dispersion(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.thickness.isConnected) {\r\n const thicknessInput = new InputBlock(\"SubSurface thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 0;\r\n thicknessInput.output.connectTo(this.thickness);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", false, true);\r\n defines.setValue(\"SS_REFRACTIONINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_TRANSLUCENCYINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_USE_GLTF_TEXTURES\", false, true);\r\n defines.setValue(\"SS_DISPERSION\", this.dispersion.isConnected, true);\r\n defines.setValue(\"SS_APPLY_ALBEDO_AFTER_SUBSURFACE\", this.applyAlbedoAfterSubSurface, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const thickness = ssBlock?.thickness.isConnected ? ssBlock.thickness.associatedVariableName : \"0.\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDist.isConnected ? ssBlock?.translucencyDiffusionDist.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable<RefractionBlock> = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable<RefractionBlock>;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n const dispersion = ssBlock?.dispersion.isConnected ? ssBlock?.dispersion.associatedVariableName : \"0.0\";\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `${isWebGPU ? \"var subSurfaceOut: subSurfaceOutParams\" : \"subSurfaceOutParams subSurfaceOut\"};\r\n\r\n #ifdef SUBSURFACE\r\n ${state._declareLocalVar(\"vThicknessParam\", NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(0., ${thickness});\r\n ${state._declareLocalVar(\"vTintColor\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${tintColor}, ${refractionTintAtDistance});\r\n ${state._declareLocalVar(\"vSubSurfaceIntensity\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n ${state._declareLocalVar(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float)} = ${dispersion};\r\n #ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\r\n vec3 vSpecularEnvironmentReflectance = vec3(max(colorSpecularEnvironmentReflectance.r, max(colorSpecularEnvironmentReflectance.g, colorSpecularEnvironmentReflectance.b)));\r\n #endif\r\n subSurfaceOut = subSurfaceBlock(\r\n vSubSurfaceIntensity\r\n , vThicknessParam\r\n , vTintColor\r\n , normalW\r\n #ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\r\n , vSpecularEnvironmentReflectance\r\n #else\r\n , baseSpecularEnvironmentReflectance\r\n #endif\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n , vec4${state.fSuffix}(0.)\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + reflectionBlock?._reflectionMatrixName}\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n , reflectionOut.irradianceVector\r\n #endif\r\n #if defined(REALTIME_FILTERING)\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._vReflectionFilteringInfoName}\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n , irradianceSampler\r\n ${isWebGPU ? `, irradianceSamplerSampler` : \"\"}\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\r\n , surfaceAlbedo\r\n #endif\r\n #ifdef SS_REFRACTION\r\n , ${worldPosVarName}.xyz\r\n , viewDirectionW\r\n , ${refractionView}\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + (refractionBlock?._vRefractionInfosName ?? \"\")}\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + (refractionBlock?._refractionMatrixName ?? \"\")}\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + (refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\")}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n , alpha\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n , NdotVUnclamped\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n , roughness\r\n #endif\r\n , alphaG\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n , ${refractionBlock?._cubeSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${refractionBlock?._2DSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n , ${refractionBlock?._cubeSamplerName ?? \"\"} \r\n ${isWebGPU ? `, ${refractionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${refractionBlock?._cubeSamplerName ?? \"\"} \r\n ${isWebGPU ? `, ${refractionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${refractionBlock?._2DSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${refractionBlock?._2DSamplerName ?? \"\"}\r\n ${isWebGPU ? `, ${refractionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n , anisotropicOut\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n , ${refractionBlock?._vRefractionFilteringInfoName ?? \"\"}\r\n #endif\r\n #ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\r\n , vRefractionPosition\r\n , vRefractionSize\r\n #endif\r\n #ifdef SS_DISPERSION\r\n , dispersion\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n , ${translucencyDiffusionDistance}\r\n , vTintColor\r\n #ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\r\n , vec4${state.fSuffix}(0.)\r\n #endif\r\n #endif \r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = colorSpecularEnvironmentReflectance;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SubSurfaceBlock\", SubSurfaceBlock);\r\n"]}
@@ -11,6 +11,9 @@ export declare class MaterialBRDFDefines extends MaterialDefines {
11
11
  SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
12
12
  MIX_IBL_RADIANCE_WITH_IRRADIANCE: boolean;
13
13
  LEGACY_SPECULAR_ENERGY_CONSERVATION: boolean;
14
+ BASE_DIFFUSE_MODEL: number;
15
+ DIELECTRIC_SPECULAR_MODEL: number;
16
+ CONDUCTOR_SPECULAR_MODEL: number;
14
17
  }
15
18
  /**
16
19
  * Plugin that implements the BRDF component of the PBR material
@@ -48,6 +51,18 @@ export declare class PBRBRDFConfiguration extends MaterialPluginBase {
48
51
  * Default value for whether the legacy specular energy conservation is used.
49
52
  */
50
53
  static DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION: boolean;
54
+ /**
55
+ * Defines the default diffuse model used by the material.
56
+ */
57
+ static DEFAULT_DIFFUSE_MODEL: number;
58
+ /**
59
+ * Defines the default dielectric specular model used by the material.
60
+ */
61
+ static DEFAULT_DIELECTRIC_SPECULAR_MODEL: number;
62
+ /**
63
+ * Defines the default conductor specular model used by the material.
64
+ */
65
+ static DEFAULT_CONDUCTOR_SPECULAR_MODEL: number;
51
66
  private _useEnergyConservation;
52
67
  /**
53
68
  * Defines if the material uses energy conservation.
@@ -93,6 +108,21 @@ export declare class PBRBRDFConfiguration extends MaterialPluginBase {
93
108
  * If activated, the specular color is multiplied with (1. - maxChannel(albedo color)).
94
109
  */
95
110
  useLegacySpecularEnergyConservation: boolean;
111
+ private _baseDiffuseModel;
112
+ /**
113
+ * Defines the base diffuse roughness model of the material.
114
+ */
115
+ baseDiffuseModel: number;
116
+ private _dielectricSpecularModel;
117
+ /**
118
+ * The material model to use for specular lighting of dielectric materials.
119
+ */
120
+ dielectricSpecularModel: number;
121
+ private _conductorSpecularModel;
122
+ /**
123
+ * The material model to use for specular lighting.
124
+ */
125
+ conductorSpecularModel: number;
96
126
  /** @internal */
97
127
  private _internalMarkAllSubMeshesAsMiscDirty;
98
128
  /** @internal */
@@ -16,6 +16,9 @@ export class MaterialBRDFDefines extends MaterialDefines {
16
16
  this.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = false;
17
17
  this.MIX_IBL_RADIANCE_WITH_IRRADIANCE = true;
18
18
  this.LEGACY_SPECULAR_ENERGY_CONSERVATION = false;
19
+ this.BASE_DIFFUSE_MODEL = 0;
20
+ this.DIELECTRIC_SPECULAR_MODEL = 0;
21
+ this.CONDUCTOR_SPECULAR_MODEL = 0;
19
22
  }
20
23
  }
21
24
  /**
@@ -80,6 +83,21 @@ export class PBRBRDFConfiguration extends MaterialPluginBase {
80
83
  * If activated, the specular color is multiplied with (1. - maxChannel(albedo color)).
81
84
  */
82
85
  this.useLegacySpecularEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION;
86
+ this._baseDiffuseModel = PBRBRDFConfiguration.DEFAULT_DIFFUSE_MODEL;
87
+ /**
88
+ * Defines the base diffuse roughness model of the material.
89
+ */
90
+ this.baseDiffuseModel = PBRBRDFConfiguration.DEFAULT_DIFFUSE_MODEL;
91
+ this._dielectricSpecularModel = PBRBRDFConfiguration.DEFAULT_DIELECTRIC_SPECULAR_MODEL;
92
+ /**
93
+ * The material model to use for specular lighting of dielectric materials.
94
+ */
95
+ this.dielectricSpecularModel = PBRBRDFConfiguration.DEFAULT_DIELECTRIC_SPECULAR_MODEL;
96
+ this._conductorSpecularModel = PBRBRDFConfiguration.DEFAULT_CONDUCTOR_SPECULAR_MODEL;
97
+ /**
98
+ * The material model to use for specular lighting.
99
+ */
100
+ this.conductorSpecularModel = PBRBRDFConfiguration.DEFAULT_CONDUCTOR_SPECULAR_MODEL;
83
101
  this._internalMarkAllSubMeshesAsMiscDirty = material._dirtyCallbacks[16];
84
102
  this._enable(true);
85
103
  }
@@ -90,6 +108,9 @@ export class PBRBRDFConfiguration extends MaterialPluginBase {
90
108
  defines.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = this._useSpecularGlossinessInputEnergyConservation;
91
109
  defines.MIX_IBL_RADIANCE_WITH_IRRADIANCE = this._mixIblRadianceWithIrradiance;
92
110
  defines.LEGACY_SPECULAR_ENERGY_CONSERVATION = this._useLegacySpecularEnergyConservation;
111
+ defines.BASE_DIFFUSE_MODEL = this._baseDiffuseModel;
112
+ defines.DIELECTRIC_SPECULAR_MODEL = this._dielectricSpecularModel;
113
+ defines.CONDUCTOR_SPECULAR_MODEL = this._conductorSpecularModel;
93
114
  }
94
115
  getClassName() {
95
116
  return "PBRBRDFConfiguration";
@@ -127,6 +148,18 @@ PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE = true;
127
148
  * Default value for whether the legacy specular energy conservation is used.
128
149
  */
129
150
  PBRBRDFConfiguration.DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION = true;
151
+ /**
152
+ * Defines the default diffuse model used by the material.
153
+ */
154
+ PBRBRDFConfiguration.DEFAULT_DIFFUSE_MODEL = 0;
155
+ /**
156
+ * Defines the default dielectric specular model used by the material.
157
+ */
158
+ PBRBRDFConfiguration.DEFAULT_DIELECTRIC_SPECULAR_MODEL = 0;
159
+ /**
160
+ * Defines the default conductor specular model used by the material.
161
+ */
162
+ PBRBRDFConfiguration.DEFAULT_CONDUCTOR_SPECULAR_MODEL = 0;
130
163
  __decorate([
131
164
  serialize(),
132
165
  expandToProperty("_markAllSubMeshesAsMiscDirty")
@@ -151,4 +184,16 @@ __decorate([
151
184
  serialize(),
152
185
  expandToProperty("_markAllSubMeshesAsMiscDirty")
153
186
  ], PBRBRDFConfiguration.prototype, "useLegacySpecularEnergyConservation", void 0);
187
+ __decorate([
188
+ serialize("baseDiffuseModel"),
189
+ expandToProperty("_markAllSubMeshesAsMiscDirty")
190
+ ], PBRBRDFConfiguration.prototype, "baseDiffuseModel", void 0);
191
+ __decorate([
192
+ serialize("dielectricSpecularModel"),
193
+ expandToProperty("_markAllSubMeshesAsMiscDirty")
194
+ ], PBRBRDFConfiguration.prototype, "dielectricSpecularModel", void 0);
195
+ __decorate([
196
+ serialize("conductorSpecularModel"),
197
+ expandToProperty("_markAllSubMeshesAsMiscDirty")
198
+ ], PBRBRDFConfiguration.prototype, "conductorSpecularModel", void 0);
154
199
  //# sourceMappingURL=pbrBRDFConfiguration.js.map
@@ -1 +1 @@
1
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maxChannel(specular color)).\r\n * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.\r\n */\r\n public static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION = true;\r\n\r\n /**\r\n * Default value for whether IBL irradiance is used to augment rough radiance.\r\n * If activated, irradiance is blended into the radiance contribution when the material is rough.\r\n * This better approximates raytracing results for rough surfaces.\r\n */\r\n public static DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE = true;\r\n\r\n /**\r\n * Default value for whether the legacy specular energy conservation is used.\r\n */\r\n public static DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION = true;\r\n\r\n private _useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the material uses energy conservation.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;\r\n\r\n private _useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;\r\n /**\r\n * LEGACY Mode set to false\r\n * Defines if the material uses height smith correlated visibility term.\r\n * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR\r\n * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png\r\n * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision\r\n * Not relying on height correlated will also disable energy conservation.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;\r\n\r\n private _useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;\r\n /**\r\n * LEGACY Mode set to false\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n * The harmonics despite a tiny bigger cost has been proven to provide closer results\r\n * to the ground truth.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;\r\n\r\n private _useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the material uses energy conservation, when the specular workflow is active.\r\n * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).\r\n * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.\r\n * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;\r\n\r\n private _mixIblRadianceWithIrradiance = PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE;\r\n /**\r\n * Defines if IBL irradiance is used to augment rough radiance.\r\n * If activated, irradiance is blended into the radiance contribution when the material is rough.\r\n * This better approximates raytracing results for rough surfaces.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public mixIblRadianceWithIrradiance = PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE;\r\n\r\n private _useLegacySpecularEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the legacy specular energy conservation is used.\r\n * If activated, the specular color is multiplied with (1. - maxChannel(albedo color)).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useLegacySpecularEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsMiscDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsMiscDirty(): void {\r\n this._internalMarkAllSubMeshesAsMiscDirty();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRBRDF\", 90, new MaterialBRDFDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsMiscDirty = material._dirtyCallbacks[Constants.MATERIAL_MiscDirtyFlag];\r\n this._enable(true);\r\n }\r\n\r\n public override prepareDefines(defines: MaterialBRDFDefines): void {\r\n defines.BRDF_V_HEIGHT_CORRELATED = this._useSmithVisibilityHeightCorrelated;\r\n defines.MS_BRDF_ENERGY_CONSERVATION = this._useEnergyConservation && this._useSmithVisibilityHeightCorrelated;\r\n defines.SPHERICAL_HARMONICS = this._useSphericalHarmonics;\r\n defines.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = this._useSpecularGlossinessInputEnergyConservation;\r\n defines.MIX_IBL_RADIANCE_WITH_IRRADIANCE = this._mixIblRadianceWithIrradiance;\r\n defines.LEGACY_SPECULAR_ENERGY_CONSERVATION = this._useLegacySpecularEnergyConservation;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"PBRBRDFConfiguration\";\r\n }\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { serialize, expandToProperty } from \"../../Misc/decorators\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialBRDFDefines extends MaterialDefines {\r\n BRDF_V_HEIGHT_CORRELATED = false;\r\n MS_BRDF_ENERGY_CONSERVATION = false;\r\n SPHERICAL_HARMONICS = false;\r\n SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = false;\r\n MIX_IBL_RADIANCE_WITH_IRRADIANCE = true;\r\n LEGACY_SPECULAR_ENERGY_CONSERVATION = false;\r\n BASE_DIFFUSE_MODEL = 0;\r\n DIELECTRIC_SPECULAR_MODEL = 0;\r\n CONDUCTOR_SPECULAR_MODEL = 0;\r\n}\r\n\r\n/**\r\n * Plugin that implements the BRDF component of the PBR material\r\n */\r\nexport class PBRBRDFConfiguration extends MaterialPluginBase {\r\n /**\r\n * Default value used for the energy conservation.\r\n * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.\r\n */\r\n public static DEFAULT_USE_ENERGY_CONSERVATION = true;\r\n\r\n /**\r\n * Default value used for the Smith Visibility Height Correlated mode.\r\n * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.\r\n */\r\n public static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED = true;\r\n\r\n /**\r\n * Default value used for the IBL diffuse part.\r\n * This can help switching back to the polynomials mode globally which is a tiny bit\r\n * less GPU intensive at the drawback of a lower quality.\r\n */\r\n public static DEFAULT_USE_SPHERICAL_HARMONICS = true;\r\n\r\n /**\r\n * Default value used for activating energy conservation for the specular workflow.\r\n * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).\r\n * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.\r\n */\r\n public static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION = true;\r\n\r\n /**\r\n * Default value for whether IBL irradiance is used to augment rough radiance.\r\n * If activated, irradiance is blended into the radiance contribution when the material is rough.\r\n * This better approximates raytracing results for rough surfaces.\r\n */\r\n public static DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE = true;\r\n\r\n /**\r\n * Default value for whether the legacy specular energy conservation is used.\r\n */\r\n public static DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION = true;\r\n\r\n /**\r\n * Defines the default diffuse model used by the material.\r\n */\r\n public static DEFAULT_DIFFUSE_MODEL = Constants.MATERIAL_DIFFUSE_MODEL_E_OREN_NAYAR;\r\n\r\n /**\r\n * Defines the default dielectric specular model used by the material.\r\n */\r\n public static DEFAULT_DIELECTRIC_SPECULAR_MODEL: number = Constants.MATERIAL_DIELECTRIC_SPECULAR_MODEL_GLTF;\r\n\r\n /**\r\n * Defines the default conductor specular model used by the material.\r\n */\r\n public static DEFAULT_CONDUCTOR_SPECULAR_MODEL: number = Constants.MATERIAL_CONDUCTOR_SPECULAR_MODEL_GLTF;\r\n\r\n private _useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the material uses energy conservation.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;\r\n\r\n private _useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;\r\n /**\r\n * LEGACY Mode set to false\r\n * Defines if the material uses height smith correlated visibility term.\r\n * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR\r\n * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png\r\n * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision\r\n * Not relying on height correlated will also disable energy conservation.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;\r\n\r\n private _useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;\r\n /**\r\n * LEGACY Mode set to false\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n * The harmonics despite a tiny bigger cost has been proven to provide closer results\r\n * to the ground truth.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;\r\n\r\n private _useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the material uses energy conservation, when the specular workflow is active.\r\n * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).\r\n * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.\r\n * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;\r\n\r\n private _mixIblRadianceWithIrradiance = PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE;\r\n /**\r\n * Defines if IBL irradiance is used to augment rough radiance.\r\n * If activated, irradiance is blended into the radiance contribution when the material is rough.\r\n * This better approximates raytracing results for rough surfaces.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public mixIblRadianceWithIrradiance = PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE;\r\n\r\n private _useLegacySpecularEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the legacy specular energy conservation is used.\r\n * If activated, the specular color is multiplied with (1. - maxChannel(albedo color)).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useLegacySpecularEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_LEGACY_SPECULAR_ENERGY_CONSERVATION;\r\n\r\n private _baseDiffuseModel: number = PBRBRDFConfiguration.DEFAULT_DIFFUSE_MODEL;\r\n /**\r\n * Defines the base diffuse roughness model of the material.\r\n */\r\n @serialize(\"baseDiffuseModel\")\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public baseDiffuseModel: number = PBRBRDFConfiguration.DEFAULT_DIFFUSE_MODEL;\r\n\r\n private _dielectricSpecularModel: number = PBRBRDFConfiguration.DEFAULT_DIELECTRIC_SPECULAR_MODEL;\r\n /**\r\n * The material model to use for specular lighting of dielectric materials.\r\n */\r\n @serialize(\"dielectricSpecularModel\")\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public dielectricSpecularModel: number = PBRBRDFConfiguration.DEFAULT_DIELECTRIC_SPECULAR_MODEL;\r\n\r\n private _conductorSpecularModel: number = PBRBRDFConfiguration.DEFAULT_CONDUCTOR_SPECULAR_MODEL;\r\n /**\r\n * The material model to use for specular lighting.\r\n */\r\n @serialize(\"conductorSpecularModel\")\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public conductorSpecularModel: number = PBRBRDFConfiguration.DEFAULT_CONDUCTOR_SPECULAR_MODEL;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsMiscDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsMiscDirty(): void {\r\n this._internalMarkAllSubMeshesAsMiscDirty();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRBRDF\", 90, new MaterialBRDFDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsMiscDirty = material._dirtyCallbacks[Constants.MATERIAL_MiscDirtyFlag];\r\n this._enable(true);\r\n }\r\n\r\n public override prepareDefines(defines: MaterialBRDFDefines): void {\r\n defines.BRDF_V_HEIGHT_CORRELATED = this._useSmithVisibilityHeightCorrelated;\r\n defines.MS_BRDF_ENERGY_CONSERVATION = this._useEnergyConservation && this._useSmithVisibilityHeightCorrelated;\r\n defines.SPHERICAL_HARMONICS = this._useSphericalHarmonics;\r\n defines.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = this._useSpecularGlossinessInputEnergyConservation;\r\n defines.MIX_IBL_RADIANCE_WITH_IRRADIANCE = this._mixIblRadianceWithIrradiance;\r\n defines.LEGACY_SPECULAR_ENERGY_CONSERVATION = this._useLegacySpecularEnergyConservation;\r\n defines.BASE_DIFFUSE_MODEL = this._baseDiffuseModel;\r\n defines.DIELECTRIC_SPECULAR_MODEL = this._dielectricSpecularModel;\r\n defines.CONDUCTOR_SPECULAR_MODEL = this._conductorSpecularModel;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"PBRBRDFConfiguration\";\r\n }\r\n}\r\n"]}
@@ -31,7 +31,6 @@ export declare class PBRMaterialDefines extends MaterialDefines implements IImag
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  NUM_SAMPLES: string;
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  REALTIME_FILTERING: boolean;
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  IBL_CDF_FILTERING: boolean;
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- BASE_DIFFUSE_MODEL: number;
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  MAINUV1: boolean;
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  MAINUV2: boolean;
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  MAINUV3: boolean;
@@ -134,8 +133,6 @@ export declare class PBRMaterialDefines extends MaterialDefines implements IImag
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  LINEARSPECULARREFLECTION: boolean;
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  RADIANCEOCCLUSION: boolean;
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  HORIZONOCCLUSION: boolean;
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- DIELECTRIC_SPECULAR_MODEL: number;
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- CONDUCTOR_SPECULAR_MODEL: number;
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  INSTANCES: boolean;
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  THIN_INSTANCES: boolean;
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  INSTANCESCOLOR: boolean;
@@ -275,10 +272,6 @@ export declare abstract class PBRBaseMaterial extends PushMaterial {
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  * (point spot...).
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  */
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  static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
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- /**
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- * Defines the default diffuse model used by the material.
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- */
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- static DEFAULT_DIFFUSE_MODEL: number;
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  /**
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  * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
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  */
@@ -661,9 +654,6 @@ export declare abstract class PBRBaseMaterial extends PushMaterial {
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  */
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  get realTimeFilteringQuality(): number;
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  set realTimeFilteringQuality(n: number);
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- private _baseDiffuseModel;
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- private _dielectricSpecularModel;
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- private _conductorSpecularModel;
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  /**
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  * Can this material render to several textures at once
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  */
@@ -44,7 +44,6 @@ export class PBRMaterialDefines extends MaterialDefines {
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  this.NUM_SAMPLES = "0";
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  this.REALTIME_FILTERING = false;
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  this.IBL_CDF_FILTERING = false;
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- this.BASE_DIFFUSE_MODEL = 0;
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  this.MAINUV1 = false;
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  this.MAINUV2 = false;
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  this.MAINUV3 = false;
@@ -147,8 +146,6 @@ export class PBRMaterialDefines extends MaterialDefines {
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  this.LINEARSPECULARREFLECTION = false;
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  this.RADIANCEOCCLUSION = false;
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  this.HORIZONOCCLUSION = false;
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- this.DIELECTRIC_SPECULAR_MODEL = 0;
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- this.CONDUCTOR_SPECULAR_MODEL = 0;
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  this.INSTANCES = false;
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  this.THIN_INSTANCES = false;
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  this.INSTANCESCOLOR = false;
@@ -677,9 +674,6 @@ export class PBRBaseMaterial extends PushMaterial {
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  this._forceIrradianceInFragment = false;
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  this._realTimeFiltering = false;
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  this._realTimeFilteringQuality = 8;
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- this._baseDiffuseModel = PBRBaseMaterial.DEFAULT_DIFFUSE_MODEL;
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- this._dielectricSpecularModel = 0;
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- this._conductorSpecularModel = 0;
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  /**
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  * Force normal to face away from face.
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  * @internal
@@ -1292,7 +1286,6 @@ export class PBRBaseMaterial extends PushMaterial {
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  // Lights
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  PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
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  defines._needNormals = true;
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- defines.BASE_DIFFUSE_MODEL = this._baseDiffuseModel;
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  // Multiview
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  PrepareDefinesForMultiview(scene, defines);
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  // PrePass
@@ -1611,8 +1604,6 @@ export class PBRBaseMaterial extends PushMaterial {
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  defines.FORCENORMALFORWARD = this._forceNormalForward;
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  defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
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  defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
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- defines.DIELECTRIC_SPECULAR_MODEL = this._dielectricSpecularModel;
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- defines.CONDUCTOR_SPECULAR_MODEL = this._conductorSpecularModel;
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  // Misc.
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  if (defines._areMiscDirty) {
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  PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines, this._applyDecalMapAfterDetailMap);
@@ -2279,10 +2270,6 @@ PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND = Material.MATERIAL_ALPHATESTANDBL
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  * (point spot...).
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  */
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  PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 0;
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- /**
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- * Defines the default diffuse model used by the material.
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- */
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- PBRBaseMaterial.DEFAULT_DIFFUSE_MODEL = 0;
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  /**
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  * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
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  */