@babylonjs/core 8.9.1 → 8.10.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/runtimeAnimation.js +3 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +26 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +19 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js +5 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +6 -2
- package/AudioV2/webAudio/webAudioStaticSound.js +21 -0
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +12 -21
- package/Cameras/targetCamera.js +16 -37
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +4 -4
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +5 -6
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js +16 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +12 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -4
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +14 -8
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -10
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +32 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +99 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +4 -12
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.d.ts +8 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +23 -3
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +13 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +44 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +3 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -3
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +8 -2
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +11 -9
- package/Materials/Node/nodeMaterialBuildState.js +27 -38
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.js +10 -3
- package/Materials/Node/nodeMaterialDefault.js.map +1 -1
- package/Materials/Textures/thinTexture.js +3 -0
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -0
- package/Maths/math.vector.js +10 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -2
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/transformNode.d.ts +0 -8
- package/Meshes/transformNode.js +66 -88
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/depthReducer.js +2 -6
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/observable.d.ts +34 -3
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Physics/v2/characterController.d.ts +9 -0
- package/Physics/v2/characterController.js +17 -0
- package/Physics/v2/characterController.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +4 -4
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +3 -3
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +2 -2
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +5 -4
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +4 -2
- package/scene.js.map +1 -1
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{"version":3,"file":"gaussianBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAEhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D;;GAEG;AACH,MAAM,OAAO,aAAc,SAAQ,iBAAiB;IAChD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAE/C,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAEvB,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAEzH,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC7G,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC5G,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;IACjH,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,WAAW,CAAC,CAAC;IAC5C,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,MAAM,EAAE,CAAC;YACnD,OAAO;QACX,CAAC;QAED,YAAY;QACZ,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAClC,KAAK,CAAC,wBAAwB,CAAC,8BAA8B,EAAE,QAAQ,CAAC,CAAC;QACzE,KAAK,CAAC,wBAAwB,CAAC,qBAAqB,EAAE,QAAQ,CAAC,CAAC;QAChE,KAAK,CAAC,wBAAwB,CAAC,wBAAwB,EAAE,QAAQ,CAAC,CAAC;QACnE,KAAK,CAAC,wBAAwB,CAAC,sCAAsC,EAAE,QAAQ,CAAC,CAAC;QACjF,KAAK,CAAC,sBAAsB,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAEzF,MAAM,cAAc,GAAG,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;QACpE,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC;QAC9B,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC9B,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAE/B,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;YAC/C,KAAK,CAAC,iBAAiB,IAAI,OAAO,cAAc,0BAA0B,KAAK,CAAC,sBAAsB,uBAAuB,CAAC;QAClI,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,IAAI,QAAQ,cAAc,oBAAoB,KAAK,CAAC,sBAAsB,MAAM,CAAC;QAC5G,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,cAAc,QAAQ,CAAC;QACrF,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,MAAM,cAAc,OAAO,CAAC;QACnF,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,MAAM,cAAc,KAAK,CAAC;QAEnF,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting Fragment part\r\n */\r\nexport class GaussianBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianBlock\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 = false;\r\n\r\n this.registerInput(\"splatColor\", NodeMaterialBlockConnectionPointTypes.Color4, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"alpha\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\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 \"GaussianBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get splatColor(): 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 alpha output component\r\n */\r\n public get alpha(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\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(\"vPosition\");\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n return;\r\n }\r\n\r\n // Emit code\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"clipPlaneFragmentDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"logDepthDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"fogFragmentDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplattingFragmentDeclaration\", comments);\r\n state._emitVaryingFromString(\"vPosition\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n const tempSplatColor = state._getFreeVariableName(\"tempSplatColor\");\r\n const color = this.splatColor;\r\n const rgba = this._outputs[0];\r\n const rgb = this._outputs[1];\r\n const alpha = this._outputs[2];\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let ${tempSplatColor}:vec4f = gaussianColor(${color.associatedVariableName}, input.vPosition);\\n`;\r\n } else {\r\n state.compilationString += `vec4 ${tempSplatColor} = gaussianColor(${color.associatedVariableName});\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(rgba)} = ${tempSplatColor}.rgba;`;\r\n state.compilationString += `${state._declareOutput(rgb)} = ${tempSplatColor}.rgb;`;\r\n state.compilationString += `${state._declareOutput(alpha)} = ${tempSplatColor}.a;`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianBlock\", GaussianBlock);\r\n"]}
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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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* @param defines defines the material defines to update
|
|
89
|
+
*/
|
|
90
|
+
prepareDefines(mesh, nodeMaterial, defines) {
|
|
91
|
+
if (mesh.getClassName() == "GaussianSplattingMesh") {
|
|
92
|
+
defines.setValue("SH_DEGREE", mesh.shDegree, true);
|
|
93
|
+
}
|
|
75
94
|
}
|
|
76
95
|
_buildBlock(state) {
|
|
77
96
|
super._buildBlock(state);
|
|
78
97
|
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
79
98
|
return;
|
|
80
99
|
}
|
|
100
|
+
state.sharedData.blocksWithDefines.push(this);
|
|
81
101
|
const comments = `//${this.name}`;
|
|
82
102
|
state._emitFunctionFromInclude("gaussianSplattingVertexDeclaration", comments);
|
|
83
103
|
state._emitFunctionFromInclude("gaussianSplatting", comments);
|
|
104
|
+
state._emitFunctionFromInclude("helperFunctions", comments);
|
|
84
105
|
state._emitUniformFromString("focal", NodeMaterialBlockConnectionPointTypes.Vector2);
|
|
85
106
|
state._emitUniformFromString("invViewport", NodeMaterialBlockConnectionPointTypes.Vector2);
|
|
86
107
|
state._emitUniformFromString("kernelSize", NodeMaterialBlockConnectionPointTypes.Float);
|
|
108
|
+
state._emitUniformFromString("eyePosition", NodeMaterialBlockConnectionPointTypes.Vector3);
|
|
87
109
|
state.attributes.push(VertexBuffer.PositionKind);
|
|
88
110
|
state.sharedData.nodeMaterial.backFaceCulling = false;
|
|
89
111
|
const splatPosition = this.splatPosition;
|
|
@@ -92,6 +114,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
|
|
|
92
114
|
const view = this.view;
|
|
93
115
|
const projection = this.projection;
|
|
94
116
|
const output = this.splatVertex;
|
|
117
|
+
const sh = this.SH;
|
|
95
118
|
const addF = state.fSuffix;
|
|
96
119
|
let splatScaleParameter = `vec2${addF}(1.,1.)`;
|
|
97
120
|
if (splatScale.isConnected) {
|
|
@@ -103,6 +126,27 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
|
|
|
103
126
|
input = "input.position";
|
|
104
127
|
uniforms = ", uniforms.focal, uniforms.invViewport, uniforms.kernelSize";
|
|
105
128
|
}
|
|
129
|
+
if (this.SH.isConnected) {
|
|
130
|
+
state.compilationString += `#if SH_DEGREE > 0\n`;
|
|
131
|
+
if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
132
|
+
state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;
|
|
133
|
+
state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;
|
|
134
|
+
state.compilationString += `var dir: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\n`;
|
|
135
|
+
}
|
|
136
|
+
else {
|
|
137
|
+
state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;
|
|
138
|
+
state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;
|
|
139
|
+
state.compilationString += `vec3 dir = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\n`;
|
|
140
|
+
}
|
|
141
|
+
state.compilationString += `dir *= vec3${addF}(1.,1.,-1.);\n`;
|
|
142
|
+
state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, dir);\n`;
|
|
143
|
+
state.compilationString += `#else\n`;
|
|
144
|
+
state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\n`;
|
|
145
|
+
state.compilationString += `#endif;\n`;
|
|
146
|
+
}
|
|
147
|
+
else {
|
|
148
|
+
state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;
|
|
149
|
+
}
|
|
106
150
|
state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\n`;
|
|
107
151
|
return this;
|
|
108
152
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\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 \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\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(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\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 { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\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 \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\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(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n */\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var dir: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 dir = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n }\r\n\r\n state.compilationString += `dir *= vec3${addF}(1.,1.,-1.);\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, dir);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n"]}
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@@ -76,6 +76,9 @@ export class SplatReaderBlock extends NodeMaterialBlock {
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76
76
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state._emit2DSampler("covariancesBTexture");
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77
77
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state._emit2DSampler("centersTexture");
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78
78
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state._emit2DSampler("colorsTexture");
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79
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+
state._emit2DSampler("shTexture0", "SH_DEGREE > 0", undefined, undefined, true, "highp");
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80
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+
state._emit2DSampler("shTexture1", "SH_DEGREE > 0", undefined, undefined, true, "highp");
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81
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+
state._emit2DSampler("shTexture2", "SH_DEGREE > 0", undefined, undefined, true, "highp");
|
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79
82
|
state._emitFunctionFromInclude("gaussianSplattingVertexDeclaration", comments);
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80
83
|
state._emitFunctionFromInclude("gaussianSplatting", comments);
|
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81
84
|
state._emitVaryingFromString("vPosition", NodeMaterialBlockConnectionPointTypes.Vector2);
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@@ -1 +1 @@
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1
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-
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|
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1
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Effect } from \"core/Materials/effect\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used for Reading components of the Gaussian Splatting\r\n */\r\nexport class SplatReaderBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SplatReaderBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatIndex\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"splatColor\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Vertex);\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 \"SplatReaderBlock\";\r\n }\r\n\r\n /**\r\n * Gets the splat index input component\r\n */\r\n public get splatIndex(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the splatPosition output component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the splatColor output component\r\n */\r\n public get splatColor(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\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(\"covA\");\r\n state._excludeVariableName(\"covB\");\r\n state._excludeVariableName(\"vPosition\");\r\n state._excludeVariableName(\"covariancesATexture\");\r\n state._excludeVariableName(\"covariancesBTexture\");\r\n state._excludeVariableName(\"centersTexture\");\r\n state._excludeVariableName(\"colorsTexture\");\r\n state._excludeVariableName(\"dataTextureSize\");\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n const scene = mesh.getScene();\r\n GaussianSplattingMaterial.BindEffect(mesh, effect, scene);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Emit code\r\n const comments = `//${this.name}`;\r\n state._emit2DSampler(\"covariancesATexture\");\r\n state._emit2DSampler(\"covariancesBTexture\");\r\n state._emit2DSampler(\"centersTexture\");\r\n state._emit2DSampler(\"colorsTexture\");\r\n state._emit2DSampler(\"shTexture0\", \"SH_DEGREE > 0\", undefined, undefined, true, \"highp\");\r\n state._emit2DSampler(\"shTexture1\", \"SH_DEGREE > 0\", undefined, undefined, true, \"highp\");\r\n state._emit2DSampler(\"shTexture2\", \"SH_DEGREE > 0\", undefined, undefined, true, \"highp\");\r\n\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitVaryingFromString(\"vPosition\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"dataTextureSize\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n const splatIndex = this.splatIndex;\r\n const splatPosition = this.splatPosition;\r\n const splatColor = this.splatColor;\r\n\r\n const splatVariablename = state._getFreeVariableName(\"splat\");\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var ${splatVariablename}: Splat = readSplat(${splatIndex.associatedVariableName}, uniforms.dataTextureSize);\\n`;\r\n state.compilationString += `var covA: vec3f = splat.covA.xyz; var covB: vec3f = vec3f(splat.covA.w, splat.covB.xy);\\n`;\r\n state.compilationString += \"vertexOutputs.vPosition = input.position;\\n\";\r\n } else {\r\n state.compilationString += `Splat ${splatVariablename} = readSplat(${splatIndex.associatedVariableName});\\n`;\r\n state.compilationString += `vec3 covA = splat.covA.xyz; vec3 covB = vec3(splat.covA.w, splat.covB.xy);\\n`;\r\n state.compilationString += \"vPosition = position;\\n\";\r\n }\r\n state.compilationString += `${state._declareOutput(splatPosition)} = ${splatVariablename}.center.xyz;\\n`;\r\n state.compilationString += `${state._declareOutput(splatColor)} = ${splatVariablename}.color;\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SplatReaderBlock\", SplatReaderBlock);\r\n"]}
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@@ -462,9 +462,7 @@ export class InputBlock extends NodeMaterialBlock {
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if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {
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return;
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}
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const annotation = state.isSFEMode ? `// { "default": ${JSON.stringify(this.valueCallback?.() ?? this.value)} }` : undefined;
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state._emitUniformFromString(this._associatedVariableName, this.type, undefined, undefined, annotation);
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state._emitUniformFromString(this._associatedVariableName, this.type);
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if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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this._prefix = "uniforms.";
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}
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