@babylonjs/core 8.9.1 → 8.10.1

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Files changed (104) hide show
  1. package/Animations/runtimeAnimation.js +3 -1
  2. package/Animations/runtimeAnimation.js.map +1 -1
  3. package/AudioV2/abstractAudio/staticSound.d.ts +26 -1
  4. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +19 -0
  6. package/AudioV2/abstractAudio/staticSoundBuffer.js +5 -0
  7. package/AudioV2/abstractAudio/staticSoundBuffer.js.map +1 -1
  8. package/AudioV2/webAudio/webAudioStaticSound.d.ts +6 -2
  9. package/AudioV2/webAudio/webAudioStaticSound.js +21 -0
  10. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  11. package/Cameras/arcRotateCamera.js +1 -1
  12. package/Cameras/arcRotateCamera.js.map +1 -1
  13. package/Cameras/targetCamera.d.ts +12 -21
  14. package/Cameras/targetCamera.js +16 -37
  15. package/Cameras/targetCamera.js.map +1 -1
  16. package/Engines/WebGPU/webgpuCacheBindGroups.js +4 -4
  17. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  18. package/Engines/abstractEngine.js +2 -2
  19. package/Engines/abstractEngine.js.map +1 -1
  20. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
  21. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +5 -6
  22. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  23. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js +16 -1
  24. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js.map +1 -1
  25. package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
  26. package/Lights/Shadows/cascadedShadowGenerator.js +12 -0
  27. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  28. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -4
  29. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  30. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +14 -8
  31. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -10
  32. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  34. package/Materials/Node/Blocks/Dual/index.js +1 -0
  35. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  36. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +32 -0
  37. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +99 -0
  38. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -0
  39. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +4 -12
  40. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.d.ts +8 -0
  42. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +23 -3
  43. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +13 -0
  45. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +44 -0
  46. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +3 -0
  48. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Input/inputBlock.js +1 -3
  50. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +4 -0
  52. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
  53. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  54. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +8 -2
  55. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  56. package/Materials/Node/nodeMaterial.js +7 -1
  57. package/Materials/Node/nodeMaterial.js.map +1 -1
  58. package/Materials/Node/nodeMaterialBlock.js +4 -0
  59. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  60. package/Materials/Node/nodeMaterialBuildState.d.ts +11 -9
  61. package/Materials/Node/nodeMaterialBuildState.js +27 -38
  62. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  63. package/Materials/Node/nodeMaterialDefault.js +10 -3
  64. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  65. package/Materials/Textures/thinTexture.js +3 -0
  66. package/Materials/Textures/thinTexture.js.map +1 -1
  67. package/Maths/math.vector.d.ts +6 -0
  68. package/Maths/math.vector.js +10 -4
  69. package/Maths/math.vector.js.map +1 -1
  70. package/Meshes/Builders/decalBuilder.js +3 -2
  71. package/Meshes/Builders/decalBuilder.js.map +1 -1
  72. package/Meshes/transformNode.d.ts +0 -8
  73. package/Meshes/transformNode.js +66 -88
  74. package/Meshes/transformNode.js.map +1 -1
  75. package/Misc/depthReducer.js +2 -6
  76. package/Misc/depthReducer.js.map +1 -1
  77. package/Misc/observable.d.ts +34 -3
  78. package/Misc/observable.js +1 -1
  79. package/Misc/observable.js.map +1 -1
  80. package/Physics/v2/characterController.d.ts +9 -0
  81. package/Physics/v2/characterController.js +17 -0
  82. package/Physics/v2/characterController.js.map +1 -1
  83. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
  84. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -0
  85. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  86. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +1 -1
  87. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  88. package/Shaders/ShadersInclude/gaussianSplatting.js +4 -4
  89. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  90. package/Shaders/gaussianSplatting.vertex.js +3 -3
  91. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  92. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  93. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  94. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +2 -2
  95. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  96. package/ShadersWGSL/background.fragment.js +1 -1
  97. package/ShadersWGSL/background.fragment.js.map +1 -1
  98. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  99. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  100. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +5 -4
  101. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  102. package/package.json +1 -1
  103. package/scene.js +4 -2
  104. package/scene.js.map +1 -1
@@ -1,6 +1,5 @@
1
1
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
2
2
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
- import { SfeModeDefine } from "../../nodeMaterialBuildState.js";
4
3
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
5
4
  import { RegisterClass } from "../../../../Misc/typeStore.js";
6
5
  import { Texture } from "../../../Textures/texture.js";
@@ -9,6 +8,12 @@ import { Texture } from "../../../Textures/texture.js";
9
8
  * Base block used as input for post process
10
9
  */
11
10
  export class CurrentScreenBlock extends NodeMaterialBlock {
11
+ /**
12
+ * The name of the sampler to read the screen texture from.
13
+ */
14
+ get samplerName() {
15
+ return this._samplerName;
16
+ }
12
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  /**
13
18
  * Create a new CurrentScreenBlock
14
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  * @param name defines the block name
@@ -110,6 +115,9 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
110
115
  }
111
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  return true;
112
117
  }
118
+ _getMainUvName(state) {
119
+ return "vMain" + this.uv.associatedVariableName;
120
+ }
113
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  _injectVertexCode(state) {
114
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  const uvInput = this.uv;
115
123
  if (uvInput.connectedPoint.ownerBlock.isInput) {
@@ -171,6 +179,10 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
171
179
  state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\n`;
172
180
  state.compilationString += `#endif\n`;
173
181
  }
182
+ _emitUvAndSampler(state) {
183
+ state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
184
+ state._emit2DSampler(this._samplerName);
185
+ }
174
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  _buildBlock(state) {
175
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  super._buildBlock(state);
176
188
  this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
@@ -183,14 +195,10 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
183
195
  if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {
184
196
  state.sharedData.blocksWithDefines.push(this);
185
197
  }
186
- // SFE: We rely on the default postprocess.vertex shader to supply our varying, which is named vUV.
187
- this._mainUVName = state.isSFEMode ? "vUV" : "vMain" + this.uv.associatedVariableName;
188
- // SFE: Wrap the varying in a define, as it won't be needed there.
189
- const define = state.isSFEMode ? SfeModeDefine : undefined;
190
- state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, define, true);
198
+ this._mainUVName = this._getMainUvName(state);
199
+ this._emitUvAndSampler(state);
191
200
  if (state.target !== NodeMaterialBlockTargets.Fragment) {
192
201
  // Vertex
193
- state._emit2DSampler(this._samplerName);
194
202
  this._injectVertexCode(state);
195
203
  return;
196
204
  }
@@ -198,9 +206,6 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
198
206
  if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
199
207
  return;
200
208
  }
201
- // SFE: Append `// main` to denote this as the main input texture to composite.
202
- const annotation = state.isSFEMode ? "// main" : undefined;
203
- state._emit2DSampler(this._samplerName, undefined, undefined, annotation);
204
209
  this._linearDefineName = state._getFreeDefineName("ISLINEAR");
205
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  this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
206
211
  const comments = `//${this.name}`;
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { SfeModeDefine } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n private _samplerName = \"textureSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n // SFE: We rely on the default postprocess.vertex shader to supply our varying, which is named vUV.\r\n this._mainUVName = state.isSFEMode ? \"vUV\" : \"vMain\" + this.uv.associatedVariableName;\r\n\r\n // SFE: Wrap the varying in a define, as it won't be needed there.\r\n const define = state.isSFEMode ? SfeModeDefine : undefined;\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, define, true);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n // SFE: Append `// main` to denote this as the main input texture to composite.\r\n const annotation = state.isSFEMode ? \"// main\" : undefined;\r\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n protected _samplerName = \"textureSampler\";\r\n protected _linearDefineName: string;\r\n protected _gammaDefineName: string;\r\n protected _mainUVName: string;\r\n protected _tempTextureRead: string;\r\n\r\n /**\r\n * The name of the sampler to read the screen texture from.\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected _getMainUvName(state: NodeMaterialBuildState): string {\r\n return \"vMain\" + this.uv.associatedVariableName;\r\n }\r\n\r\n protected _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n protected _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n protected _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected _emitUvAndSampler(state: NodeMaterialBuildState) {\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n this._mainUVName = this._getMainUvName(state);\r\n\r\n this._emitUvAndSampler(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
@@ -7,6 +7,7 @@ export * from "./currentScreenBlock.js";
7
7
  export * from "./sceneDepthBlock.js";
8
8
  export * from "./imageSourceBlock.js";
9
9
  export * from "./clipPlanesBlock.js";
10
+ export * from "./smartFilterTextureBlock.js";
10
11
  export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
11
12
  export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
12
13
  export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
@@ -7,6 +7,7 @@ export * from "./currentScreenBlock.js";
7
7
  export * from "./sceneDepthBlock.js";
8
8
  export * from "./imageSourceBlock.js";
9
9
  export * from "./clipPlanesBlock.js";
10
+ export * from "./smartFilterTextureBlock.js";
10
11
  // async-loaded shaders
11
12
  // clipPlaneBlock
12
13
  export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAElC,uBAAuB;AAEvB,iBAAiB;AACjB,cAAc,0DAA0D,CAAC;AACzE,cAAc,qEAAqE,CAAC;AACpF,cAAc,wDAAwD,CAAC;AACvE,cAAc,mEAAmE,CAAC;AAClF,cAAc,sDAAsD,CAAC;AACrE,cAAc,iEAAiE,CAAC;AAChF,cAAc,oDAAoD,CAAC;AACnE,cAAc,+DAA+D,CAAC;AAE9E,WAAW;AACX,cAAc,+DAA+D,CAAC;AAC9E,cAAc,2DAA2D,CAAC;AAE1E,aAAa;AACb,cAAc,sDAAsD,CAAC;AACrE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,8DAA8D,CAAC;AAC7E,cAAc,wDAAwD,CAAC;AACvE,cAAc,gEAAgE,CAAC;AAC/E,cAAc,iEAAiE,CAAC;AAChF,cAAc,sDAAsD,CAAC;AACrE,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AACjE,cAAc,wDAAwD,CAAC;AACvE,cAAc,0DAA0D,CAAC;AACzE,cAAc,+DAA+D,CAAC;AAC9E,cAAc,oDAAoD,CAAC;AACnE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AAEjE,yBAAyB;AACzB,cAAc,2DAA2D,CAAC;AAC1E,cAAc,uDAAuD,CAAC","sourcesContent":["export * from \"./fogBlock\";\r\nexport * from \"./lightBlock\";\r\nexport * from \"./textureBlock\";\r\nexport * from \"./reflectionTextureBaseBlock\";\r\nexport * from \"./reflectionTextureBlock\";\r\nexport * from \"./currentScreenBlock\";\r\nexport * from \"./sceneDepthBlock\";\r\nexport * from \"./imageSourceBlock\";\r\nexport * from \"./clipPlanesBlock\";\r\n\r\n// async-loaded shaders\r\n\r\n// clipPlaneBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\r\n\r\n// fogBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\";\r\n\r\n// lightBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n// reflectionTextureBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/reflectionFunction\";\r\nexport * from \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,2BAA2B,CAAC;AAE1C,uBAAuB;AAEvB,iBAAiB;AACjB,cAAc,0DAA0D,CAAC;AACzE,cAAc,qEAAqE,CAAC;AACpF,cAAc,wDAAwD,CAAC;AACvE,cAAc,mEAAmE,CAAC;AAClF,cAAc,sDAAsD,CAAC;AACrE,cAAc,iEAAiE,CAAC;AAChF,cAAc,oDAAoD,CAAC;AACnE,cAAc,+DAA+D,CAAC;AAE9E,WAAW;AACX,cAAc,+DAA+D,CAAC;AAC9E,cAAc,2DAA2D,CAAC;AAE1E,aAAa;AACb,cAAc,sDAAsD,CAAC;AACrE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,8DAA8D,CAAC;AAC7E,cAAc,wDAAwD,CAAC;AACvE,cAAc,gEAAgE,CAAC;AAC/E,cAAc,iEAAiE,CAAC;AAChF,cAAc,sDAAsD,CAAC;AACrE,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AACjE,cAAc,wDAAwD,CAAC;AACvE,cAAc,0DAA0D,CAAC;AACzE,cAAc,+DAA+D,CAAC;AAC9E,cAAc,oDAAoD,CAAC;AACnE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AAEjE,yBAAyB;AACzB,cAAc,2DAA2D,CAAC;AAC1E,cAAc,uDAAuD,CAAC","sourcesContent":["export * from \"./fogBlock\";\r\nexport * from \"./lightBlock\";\r\nexport * from \"./textureBlock\";\r\nexport * from \"./reflectionTextureBaseBlock\";\r\nexport * from \"./reflectionTextureBlock\";\r\nexport * from \"./currentScreenBlock\";\r\nexport * from \"./sceneDepthBlock\";\r\nexport * from \"./imageSourceBlock\";\r\nexport * from \"./clipPlanesBlock\";\r\nexport * from \"./smartFilterTextureBlock\";\r\n\r\n// async-loaded shaders\r\n\r\n// clipPlaneBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\r\n\r\n// fogBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\";\r\n\r\n// lightBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n// reflectionTextureBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/reflectionFunction\";\r\nexport * from \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\n"]}
@@ -0,0 +1,32 @@
1
+ import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
2
+ import { CurrentScreenBlock } from "./currentScreenBlock.js";
3
+ import type { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
4
+ import type { NodeMaterial } from "../../nodeMaterial.js";
5
+ /** @internal */
6
+ export declare const SfeModeDefine = "USE_SFE_FRAMEWORK";
7
+ /**
8
+ * Base block used for compositing an input SFE texture.
9
+ * This block extends the functionality of CurrentScreenBlock
10
+ * so that it can be used in the SFE framework.
11
+ */
12
+ export declare class SmartFilterTextureBlock extends CurrentScreenBlock {
13
+ /**
14
+ * Create a new SmartFilterTextureBlock
15
+ * @param name defines the block name
16
+ */
17
+ constructor(name: string);
18
+ /**
19
+ * Gets the current class name
20
+ * @returns the class name
21
+ */
22
+ getClassName(): string;
23
+ /**
24
+ * Initialize the block and prepare the context for build
25
+ * @param state defines the state that will be used for the build
26
+ */
27
+ initialize(state: NodeMaterialBuildState): void;
28
+ protected _getMainUvName(state: NodeMaterialBuildState): string;
29
+ protected _emitUvAndSampler(state: NodeMaterialBuildState): void;
30
+ autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
31
+ protected _buildBlock(state: NodeMaterialBuildState): this;
32
+ }
@@ -0,0 +1,99 @@
1
+ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
2
+ import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
3
+ import { NodeMaterialModes } from "../../Enums/nodeMaterialModes.js";
4
+ import { CurrentScreenBlock } from "./currentScreenBlock.js";
5
+ import { RegisterClass } from "../../../../Misc/typeStore.js";
6
+ import { InputBlock } from "../Input/inputBlock.js";
7
+ /** @internal */
8
+ export const SfeModeDefine = "USE_SFE_FRAMEWORK";
9
+ /**
10
+ * Base block used for compositing an input SFE texture.
11
+ * This block extends the functionality of CurrentScreenBlock
12
+ * so that it can be used in the SFE framework.
13
+ */
14
+ export class SmartFilterTextureBlock extends CurrentScreenBlock {
15
+ /**
16
+ * Create a new SmartFilterTextureBlock
17
+ * @param name defines the block name
18
+ */
19
+ constructor(name) {
20
+ super(name);
21
+ this._samplerName = "sfeInput";
22
+ }
23
+ /**
24
+ * Gets the current class name
25
+ * @returns the class name
26
+ */
27
+ getClassName() {
28
+ return "SmartFilterTextureBlock";
29
+ }
30
+ /**
31
+ * Initialize the block and prepare the context for build
32
+ * @param state defines the state that will be used for the build
33
+ */
34
+ initialize(state) {
35
+ super.initialize(state);
36
+ if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {
37
+ throw new Error("SmartFilterTextureBlock: Can only be used in SFE mode.");
38
+ }
39
+ // Tell FragmentOutputBlock ahead of time to store the final color in a temp variable
40
+ if (state.target === NodeMaterialBlockTargets.Fragment) {
41
+ state._customOutputName = "outColor";
42
+ }
43
+ }
44
+ _getMainUvName(state) {
45
+ // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.
46
+ // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.
47
+ const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === "postprocess_uv");
48
+ if (!screenUv || !screenUv.isAnAncestorOf(this)) {
49
+ throw new Error("SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.");
50
+ }
51
+ return screenUv.associatedVariableName;
52
+ }
53
+ _emitUvAndSampler(state) {
54
+ if (state.target === NodeMaterialBlockTargets.Fragment) {
55
+ // Wrap the varying in a define, as it won't be needed in SFE.
56
+ state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);
57
+ // Append `// main` to denote this as the main input texture to composite
58
+ state._emit2DSampler(this._samplerName, undefined, undefined, "// main");
59
+ }
60
+ }
61
+ autoConfigure(material, additionalFilteringInfo = () => true) {
62
+ if (!this.uv.isConnected) {
63
+ let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "postprocess_uv" && additionalFilteringInfo(b));
64
+ if (!uvInput) {
65
+ uvInput = new InputBlock("uv");
66
+ uvInput.setAsAttribute("postprocess_uv");
67
+ }
68
+ uvInput.output.connectTo(this.uv);
69
+ }
70
+ }
71
+ _buildBlock(state) {
72
+ super._buildBlock(state);
73
+ if (state.target === NodeMaterialBlockTargets.Fragment) {
74
+ // Add the header JSON for the SFE block
75
+ if (!state._injectAtTop) {
76
+ state._injectAtTop = `// { "smartFilterBlockType": "${state.sharedData.nodeMaterial.name}", "namespace": "Babylon.NME.Test" }`;
77
+ }
78
+ // Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.
79
+ if (!state._customEntryHeader) {
80
+ state._customEntryHeader += `#ifdef ${SfeModeDefine}\n`;
81
+ state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\n`;
82
+ state._customEntryHeader += `#else\n`;
83
+ state._customEntryHeader += `void main(void) {\n`;
84
+ state._customEntryHeader += `#endif\n`;
85
+ state._customEntryHeader += `vec4 outColor = vec4(0.0);\n`;
86
+ }
87
+ if (!state._injectAtEnd) {
88
+ state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
89
+ state._injectAtEnd += `gl_FragColor = outColor;\n`;
90
+ state._injectAtEnd += `#else\n`;
91
+ state._injectAtEnd += `return outColor;\n`;
92
+ state._injectAtEnd += `#endif\n`;
93
+ }
94
+ }
95
+ return this;
96
+ }
97
+ }
98
+ RegisterClass("BABYLON.SmartFilterTextureBlock", SmartFilterTextureBlock);
99
+ //# sourceMappingURL=smartFilterTextureBlock.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"smartFilterTextureBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/smartFilterTextureBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AAClE,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAC1D,OAAO,EAAE,aAAa,EAAE,sCAA4B;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAIjD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,mBAAmB,CAAC;AAEjD;;;;GAIG;AACH,MAAM,OAAO,uBAAwB,SAAQ,kBAAkB;IAC3D;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QACZ,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC;IACnC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IACD;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;QAExB,IAAI,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,KAAK,iBAAiB,CAAC,GAAG,EAAE,CAAC;YAC/D,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;QAC9E,CAAC;QAED,qFAAqF;QACrF,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,KAAK,CAAC,iBAAiB,GAAG,UAAU,CAAC;QACzC,CAAC;IACL,CAAC;IAEkB,cAAc,CAAC,KAA6B;QAC3D,6EAA6E;QAC7E,iHAAiH;QACjH,MAAM,QAAQ,GAAG,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,gBAAgB,CAAC,CAAC;QAC7H,IAAI,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,CAAC;YAC9C,MAAM,IAAI,KAAK,CAAC,qFAAqF,CAAC,CAAC;QAC3G,CAAC;QACD,OAAO,QAAQ,CAAC,sBAAsB,CAAC;IAC3C,CAAC;IAEkB,iBAAiB,CAAC,KAA6B;QAC9D,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,8DAA8D;YAC9D,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;YACnH,yEAAyE;YACzE,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAC7E,CAAC;IACL,CAAC;IAEe,aAAa,CAAC,QAAsB,EAAE,0BAAgE,GAAG,EAAE,CAAC,IAAI;QAC5H,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE,CAAC;YACvB,IAAI,OAAO,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,gBAAgB,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAEnI,IAAI,CAAC,OAAO,EAAE,CAAC;gBACX,OAAO,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;gBAC/B,OAAO,CAAC,cAAc,CAAC,gBAAgB,CAAC,CAAC;YAC7C,CAAC;YACD,OAAO,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACtC,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,wCAAwC;YACxC,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;gBACtB,KAAK,CAAC,YAAY,GAAG,iCAAiC,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,sCAAsC,CAAC;YACnI,CAAC;YAED,sGAAsG;YACtG,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,KAAK,CAAC,kBAAkB,IAAI,UAAU,aAAa,IAAI,CAAC;gBACxD,KAAK,CAAC,kBAAkB,IAAI,qBAAqB,IAAI,CAAC,WAAW,eAAe,CAAC;gBACjF,KAAK,CAAC,kBAAkB,IAAI,SAAS,CAAC;gBACtC,KAAK,CAAC,kBAAkB,IAAI,qBAAqB,CAAC;gBAClD,KAAK,CAAC,kBAAkB,IAAI,UAAU,CAAC;gBACvC,KAAK,CAAC,kBAAkB,IAAI,8BAA8B,CAAC;YAC/D,CAAC;YAED,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;gBACtB,KAAK,CAAC,YAAY,IAAI,aAAa,aAAa,IAAI,CAAC;gBACrD,KAAK,CAAC,YAAY,IAAI,4BAA4B,CAAC;gBACnD,KAAK,CAAC,YAAY,IAAI,SAAS,CAAC;gBAChC,KAAK,CAAC,YAAY,IAAI,oBAAoB,CAAC;gBAC3C,KAAK,CAAC,YAAY,IAAI,UAAU,CAAC;YACrC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\n\n/** @internal */\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\n\n/**\n * Base block used for compositing an input SFE texture.\n * This block extends the functionality of CurrentScreenBlock\n * so that it can be used in the SFE framework.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n this._samplerName = \"sfeInput\";\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n super.initialize(state);\n\n if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {\n throw new Error(\"SmartFilterTextureBlock: Can only be used in SFE mode.\");\n }\n\n // Tell FragmentOutputBlock ahead of time to store the final color in a temp variable\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n state._customOutputName = \"outColor\";\n }\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n throw new Error(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n // Append `// main` to denote this as the main input texture to composite\n state._emit2DSampler(this._samplerName, undefined, undefined, \"// main\");\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n protected override _buildBlock(state: NodeMaterialBuildState) {\n super._buildBlock(state);\n\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Add the header JSON for the SFE block\n if (!state._injectAtTop) {\n state._injectAtTop = `// { \"smartFilterBlockType\": \"${state.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Test\" }`;\n }\n\n // Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.\n if (!state._customEntryHeader) {\n state._customEntryHeader += `#ifdef ${SfeModeDefine}\\n`;\n state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\\n`;\n state._customEntryHeader += `#else\\n`;\n state._customEntryHeader += `void main(void) {\\n`;\n state._customEntryHeader += `#endif\\n`;\n state._customEntryHeader += `vec4 outColor = vec4(0.0);\\n`;\n }\n\n if (!state._injectAtEnd) {\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\n state._injectAtEnd += `#else\\n`;\n state._injectAtEnd += `return outColor;\\n`;\n state._injectAtEnd += `#endif\\n`;\n }\n }\n\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
@@ -1,7 +1,6 @@
1
1
  import { __decorate } from "../../../../tslib.es6.js";
2
2
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
3
3
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
4
- import { SfeModeDefine } from "../../nodeMaterialBuildState.js";
5
4
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
6
5
  import { RegisterClass } from "../../../../Misc/typeStore.js";
7
6
  import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
@@ -132,20 +131,13 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
132
131
  const comments = `//${this.name}`;
133
132
  state._emitFunctionFromInclude("helperFunctions", comments);
134
133
  let outputString = "gl_FragColor";
135
- if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
134
+ if (state._customOutputName) {
135
+ outputString = state._customOutputName;
136
+ }
137
+ else if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
136
138
  state.compilationString += `var fragmentOutputsColor : vec4<f32>;\r\n`;
137
139
  outputString = "fragmentOutputsColor";
138
140
  }
139
- else if (state.isSFEMode) {
140
- // SFE: Use an intermediate variable to control whether to use gl_FragColor or return the color
141
- state.compilationString += `vec4 outColor = vec4(0.0);`;
142
- outputString = "outColor";
143
- state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
144
- state._injectAtEnd += `gl_FragColor = outColor;\n`;
145
- state._injectAtEnd += `#else\n`;
146
- state._injectAtEnd += `return outColor;\n`;
147
- state._injectAtEnd += `#endif\n`;
148
- }
149
141
  const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);
150
142
  if (additionalColor.connectedPoint) {
151
143
  let aValue = "1.0";
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { SfeModeDefine } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let outputString = \"gl_FragColor\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var fragmentOutputsColor : vec4<f32>;\\r\\n`;\r\n outputString = \"fragmentOutputsColor\";\r\n } else if (state.isSFEMode) {\r\n // SFE: Use an intermediate variable to control whether to use gl_FragColor or return the color\r\n state.compilationString += `vec4 outColor = vec4(0.0);`;\r\n outputString = \"outColor\";\r\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\r\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\r\n state._injectAtEnd += `#else\\n`;\r\n state._injectAtEnd += `return outColor;\\n`;\r\n state._injectAtEnd += `#endif\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let outputString = \"gl_FragColor\";\r\n if (state._customOutputName) {\r\n outputString = state._customOutputName;\r\n } else if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var fragmentOutputsColor : vec4<f32>;\\r\\n`;\r\n outputString = \"fragmentOutputsColor\";\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
@@ -23,6 +23,14 @@ export declare class GaussianBlock extends NodeMaterialBlock {
23
23
  * Gets the rgba output component
24
24
  */
25
25
  get rgba(): NodeMaterialConnectionPoint;
26
+ /**
27
+ * Gets the rgb output component
28
+ */
29
+ get rgb(): NodeMaterialConnectionPoint;
30
+ /**
31
+ * Gets the alpha output component
32
+ */
33
+ get alpha(): NodeMaterialConnectionPoint;
26
34
  /**
27
35
  * Initialize the block and prepare the context for build
28
36
  * @param state defines the state that will be used for the build
@@ -15,6 +15,8 @@ export class GaussianBlock extends NodeMaterialBlock {
15
15
  this._isUnique = false;
16
16
  this.registerInput("splatColor", NodeMaterialBlockConnectionPointTypes.Color4, false, NodeMaterialBlockTargets.Fragment);
17
17
  this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);
18
+ this.registerOutput("rgb", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);
19
+ this.registerOutput("alpha", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);
18
20
  }
19
21
  /**
20
22
  * Gets the current class name
@@ -35,6 +37,18 @@ export class GaussianBlock extends NodeMaterialBlock {
35
37
  get rgba() {
36
38
  return this._outputs[0];
37
39
  }
40
+ /**
41
+ * Gets the rgb output component
42
+ */
43
+ get rgb() {
44
+ return this._outputs[1];
45
+ }
46
+ /**
47
+ * Gets the alpha output component
48
+ */
49
+ get alpha() {
50
+ return this._outputs[2];
51
+ }
38
52
  /**
39
53
  * Initialize the block and prepare the context for build
40
54
  * @param state defines the state that will be used for the build
@@ -54,14 +68,20 @@ export class GaussianBlock extends NodeMaterialBlock {
54
68
  state._emitFunctionFromInclude("fogFragmentDeclaration", comments);
55
69
  state._emitFunctionFromInclude("gaussianSplattingFragmentDeclaration", comments);
56
70
  state._emitVaryingFromString("vPosition", NodeMaterialBlockConnectionPointTypes.Vector2);
71
+ const tempSplatColor = state._getFreeVariableName("tempSplatColor");
57
72
  const color = this.splatColor;
58
- const output = this._outputs[0];
73
+ const rgba = this._outputs[0];
74
+ const rgb = this._outputs[1];
75
+ const alpha = this._outputs[2];
59
76
  if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
60
- state.compilationString += `${state._declareOutput(output)} = gaussianColor(${color.associatedVariableName}, input.vPosition);\n`;
77
+ state.compilationString += `let ${tempSplatColor}:vec4f = gaussianColor(${color.associatedVariableName}, input.vPosition);\n`;
61
78
  }
62
79
  else {
63
- state.compilationString += `${state._declareOutput(output)} = gaussianColor(${color.associatedVariableName});\n`;
80
+ state.compilationString += `vec4 ${tempSplatColor} = gaussianColor(${color.associatedVariableName});\n`;
64
81
  }
82
+ state.compilationString += `${state._declareOutput(rgba)} = ${tempSplatColor}.rgba;`;
83
+ state.compilationString += `${state._declareOutput(rgb)} = ${tempSplatColor}.rgb;`;
84
+ state.compilationString += `${state._declareOutput(alpha)} = ${tempSplatColor}.a;`;
65
85
  return this;
66
86
  }
67
87
  }