@babylonjs/core 9.1.0 → 9.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (206) hide show
  1. package/Animations/animation.js +2 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.js +1 -1
  4. package/Animations/animationGroup.js.map +1 -1
  5. package/Animations/animatorAvatar.js +13 -12
  6. package/Animations/animatorAvatar.js.map +1 -1
  7. package/Animations/easing.js +1 -1
  8. package/Animations/easing.js.map +1 -1
  9. package/Animations/pathCursor.js +1 -2
  10. package/Animations/pathCursor.js.map +1 -1
  11. package/Cameras/geospatialCameraMovement.js +4 -5
  12. package/Cameras/geospatialCameraMovement.js.map +1 -1
  13. package/Engines/Extensions/engine.multiview.js +6 -0
  14. package/Engines/Extensions/engine.multiview.js.map +1 -1
  15. package/Engines/abstractEngine.js +2 -2
  16. package/Engines/abstractEngine.js.map +1 -1
  17. package/Engines/constants.d.ts +9 -4
  18. package/Engines/constants.js +9 -4
  19. package/Engines/constants.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  21. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
  22. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  23. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
  24. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
  25. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  26. package/Layers/selectionOutlineLayer.d.ts +7 -0
  27. package/Layers/selectionOutlineLayer.js +18 -1
  28. package/Layers/selectionOutlineLayer.js.map +1 -1
  29. package/Layers/thinSelectionOutlineLayer.d.ts +7 -0
  30. package/Layers/thinSelectionOutlineLayer.js +86 -36
  31. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  32. package/Lights/Clustered/clusteredLightContainer.d.ts +6 -0
  33. package/Lights/Clustered/clusteredLightContainer.js +42 -0
  34. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  35. package/Lights/light.d.ts +7 -0
  36. package/Lights/light.js +10 -0
  37. package/Lights/light.js.map +1 -1
  38. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +13 -3
  39. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  40. package/Materials/PBR/openpbrMaterial.d.ts +155 -53
  41. package/Materials/PBR/openpbrMaterial.js +149 -61
  42. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  43. package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
  44. package/Materials/PBR/pbrBaseMaterial.js +2 -32
  45. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  46. package/Materials/Textures/cubeTexture.js +10 -0
  47. package/Materials/Textures/cubeTexture.js.map +1 -1
  48. package/Materials/environmentLighting.defines.d.ts +31 -0
  49. package/Materials/environmentLighting.defines.js +33 -0
  50. package/Materials/environmentLighting.defines.js.map +1 -0
  51. package/Materials/material.js +1 -0
  52. package/Materials/material.js.map +1 -1
  53. package/Materials/materialHelper.functions.js +8 -2
  54. package/Materials/materialHelper.functions.js.map +1 -1
  55. package/Materials/materialHelper.geometryrendering.js +10 -3
  56. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  57. package/Materials/prepass.defines.d.ts +43 -0
  58. package/Materials/prepass.defines.js +45 -0
  59. package/Materials/prepass.defines.js.map +1 -0
  60. package/Materials/standardMaterial.d.ts +36 -31
  61. package/Materials/standardMaterial.js +2 -32
  62. package/Materials/standardMaterial.js.map +1 -1
  63. package/Meshes/abstractMesh.d.ts +8 -1
  64. package/Meshes/abstractMesh.js +9 -2
  65. package/Meshes/abstractMesh.js.map +1 -1
  66. package/Meshes/mesh.js +31 -4
  67. package/Meshes/mesh.js.map +1 -1
  68. package/Misc/greasedLineTools.js +5 -0
  69. package/Misc/greasedLineTools.js.map +1 -1
  70. package/Misc/tools.js +1 -1
  71. package/Misc/tools.js.map +1 -1
  72. package/Particles/EmitterTypes/coneParticleEmitter.js +2 -4
  73. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  74. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  75. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -9
  76. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +35 -12
  77. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  78. package/Rendering/geometryBufferRenderer.d.ts +20 -0
  79. package/Rendering/geometryBufferRenderer.js +203 -14
  80. package/Rendering/geometryBufferRenderer.js.map +1 -1
  81. package/Rendering/objectRenderer.js +1 -0
  82. package/Rendering/objectRenderer.js.map +1 -1
  83. package/Rendering/prePassRenderer.js +7 -1
  84. package/Rendering/prePassRenderer.js.map +1 -1
  85. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  86. package/Shaders/ShadersInclude/helperFunctions.js +5 -0
  87. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  88. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
  89. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  90. package/Shaders/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  91. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
  92. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  93. package/Shaders/ShadersInclude/openpbrDirectLighting.js +37 -17
  94. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  95. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
  96. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  97. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
  98. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  99. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  100. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
  101. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  102. package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
  103. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  105. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  106. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  107. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  108. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  109. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  110. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  111. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
  112. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  113. package/Shaders/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  114. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
  115. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  116. package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
  117. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  118. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -1
  119. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  120. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  121. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
  122. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  123. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  124. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
  125. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  126. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
  127. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  128. package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
  129. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  130. package/Shaders/geometry.fragment.d.ts +12 -0
  131. package/Shaders/geometry.fragment.js +102 -1
  132. package/Shaders/geometry.fragment.js.map +1 -1
  133. package/Shaders/geometry.vertex.d.ts +1 -0
  134. package/Shaders/geometry.vertex.js +46 -2
  135. package/Shaders/geometry.vertex.js.map +1 -1
  136. package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
  137. package/Shaders/iblShadowVoxelTracing.fragment.js +2 -5
  138. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  139. package/Shaders/openpbr.fragment.d.ts +3 -1
  140. package/Shaders/openpbr.fragment.js +69 -8
  141. package/Shaders/openpbr.fragment.js.map +1 -1
  142. package/Shaders/openpbr.vertex.js +11 -5
  143. package/Shaders/openpbr.vertex.js.map +1 -1
  144. package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
  145. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  146. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
  147. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  148. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
  149. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  150. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  151. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
  152. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  153. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +39 -19
  154. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  155. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
  156. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  157. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  158. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
  159. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
  161. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  163. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  164. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  165. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  166. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  168. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  170. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
  171. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  172. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
  173. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  174. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
  175. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  177. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  178. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  179. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
  180. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  181. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  182. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
  183. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  184. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
  185. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  186. package/ShadersWGSL/geometry.fragment.d.ts +11 -0
  187. package/ShadersWGSL/geometry.fragment.js +103 -1
  188. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  189. package/ShadersWGSL/geometry.vertex.d.ts +1 -0
  190. package/ShadersWGSL/geometry.vertex.js +47 -3
  191. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  192. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
  193. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -7
  194. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  195. package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
  196. package/ShadersWGSL/openpbr.fragment.js +70 -9
  197. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  198. package/ShadersWGSL/openpbr.vertex.js +6 -0
  199. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  200. package/XR/webXRSessionManager.js +7 -5
  201. package/XR/webXRSessionManager.js.map +1 -1
  202. package/package.json +1 -1
  203. package/readme.md +4 -0
  204. package/scene.d.ts +7 -0
  205. package/scene.js +13 -0
  206. package/scene.js.map +1 -1
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{"version":3,"file":"coneParticleEmitter.js","sourceRoot":"","sources":["../../../../../dev/core/src/Particles/EmitterTypes/coneParticleEmitter.ts"],"names":[],"mappings":"AAAA,OAAO,EAAe,OAAO,EAAE,MAAM,wBAAwB,CAAC;AAM9D,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAClD,OAAO,EAAE,WAAW,EAAE,MAAM,kCAAkC,CAAC;AAE/D;;;;GAIG;AACH,MAAM,OAAO,mBAAmB;IAoB5B;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,YAAY,EAAE,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,YAAY,EAAE,CAAC;IACxB,CAAC;IAEO,YAAY;QAChB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACpB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAC5D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACrB,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YACI,MAAM,GAAG,CAAC,EACV,KAAK,GAAG,IAAI,CAAC,EAAE;IACf,oFAAoF;IAC7E,sBAAsB,CAAC;QAAvB,wBAAmB,GAAnB,mBAAmB,CAAI;QAzDlC;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAEvB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAEvB;;WAEG;QACI,2BAAsB,GAAG,KAAK,CAAC;QA8ClC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,WAAmB,EAAE,iBAA0B,EAAE,QAAkB,EAAE,OAAgB;QAC/G,MAAM,SAAS,GAAG,QAAQ,CAAC,QAAQ,CAAC,QAAQ,CAAC,WAAW,CAAC,cAAc,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC;QACvF,MAAM,KAAK,GAAG,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACvD,MAAM,KAAK,GAAG,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACvD,MAAM,KAAK,GAAG,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACvD,SAAS,CAAC,CAAC,IAAI,KAAK,CAAC;QACrB,SAAS,CAAC,CAAC,IAAI,KAAK,CAAC;QACrB,SAAS,CAAC,CAAC,IAAI,KAAK,CAAC;QACrB,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,IAAI,OAAO,EAAE,CAAC;YACV,iBAAiB,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YACtC,OAAO;QACX,CAAC;QAED,OAAO,CAAC,8BAA8B,CAAC,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,WAAW,EAAE,iBAAiB,CAAC,CAAC;IAClH,CAAC;IAED;;;;;;OAMG;IACH,qBAAqB,CAAC,WAAmB,EAAE,gBAAyB,EAAE,QAAkB,EAAE,OAAgB;QACtG,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QACtC,IAAI,CAAS,CAAC;QAEd,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC/B,CAAC,GAAG,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YACrC,kDAAkD;YAClD,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAClB,CAAC;aAAM,CAAC;YACJ,CAAC,GAAG,MAAM,CAAC;QACf,CAAC;QACD,IAAI,MAAM,GAAG,IAAI,CAAC,OAAO,GAAG,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC;QAC5E,MAAM,GAAG,MAAM,GAAG,CAAC,CAAC;QAEpB,MAAM,KAAK,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACnC,MAAM,KAAK,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACnC,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QAE/B,IAAI,OAAO,EAAE,CAAC;YACV,gBAAgB,CAAC,CAAC,GAAG,KAAK,CAAC;YAC3B,gBAAgB,CAAC,CAAC,GAAG,KAAK,CAAC;YAC3B,gBAAgB,CAAC,CAAC,GAAG,KAAK,CAAC;YAC3B,OAAO;QACX,CAAC;QAED,OAAO,CAAC,mCAAmC,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,WAAW,EAAE,gBAAgB,CAAC,CAAC;IACpG,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,MAAM,GAAG,IAAI,mBAAmB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAE5F,UAAU,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAElC,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,WAA8C;QAC/D,WAAW,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAChE,WAAW,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC/C,WAAW,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAChE,WAAW,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1E,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,GAAkB;QACxC,GAAG,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5B,GAAG,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC;QAC/B,GAAG,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QAC5B,GAAG,CAAC,UAAU,CAAC,qBAAqB,EAAE,CAAC,CAAC,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,IAAI,OAAO,GAAG,qBAAqB,CAAC;QAEpC,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,OAAO,IAAI,iCAAiC,CAAC;QACjD,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAQ,EAAE,CAAC;QAEpC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QAC/C,mBAAmB,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC1C,mBAAmB,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACxC,mBAAmB,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACnE,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACnD,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACnD,mBAAmB,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;QAEzE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,mBAAwB;QACjC,IAAI,CAAC,MAAM,GAAG,mBAAmB,CAAC,MAAM,CAAC;QACzC,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC,KAAK,CAAC;QACvC,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC,mBAAmB,CAAC;QAEnE,IAAI,CAAC,WAAW,GAAG,mBAAmB,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,mBAAmB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACvG,IAAI,CAAC,WAAW,GAAG,mBAAmB,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,mBAAmB,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QACvG,IAAI,CAAC,sBAAsB,GAAG,mBAAmB,CAAC,sBAAsB,KAAK,SAAS,CAAC,CAAC,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC,CAAC,KAAK,CAAC;IAChJ,CAAC;CACJ;AACD,MAAM,OAAO,2BAA4B,SAAQ,mBAAmB;IAChE,YACI,MAAM,GAAG,CAAC,EACV,KAAK,GAAG,IAAI,CAA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{ type Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { type Particle } from \"core/Particles/particle\";\r\nimport { type UniformBufferEffectCommonAccessor } from \"core/Materials/uniformBufferEffectCommonAccessor\";\r\nimport { type UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { type IParticleEmitterType } from \"./IParticleEmitterType\";\r\n\r\nimport { DeepCopier } from \"core/Misc/deepCopier\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Particle emitter emitting particles from the inside of a cone.\r\n * It emits the particles alongside the cone volume from the base to the particle.\r\n * The emission direction might be randomized.\r\n */\r\nexport class ConeParticleEmitter implements IParticleEmitterType {\r\n private _radius: number;\r\n private _angle: number;\r\n private _height: number;\r\n\r\n /**\r\n * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)\r\n */\r\n public radiusRange = 1;\r\n\r\n /**\r\n * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)\r\n */\r\n public heightRange = 1;\r\n\r\n /**\r\n * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)\r\n */\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Gets or sets the radius of the emission cone\r\n */\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._buildHeight();\r\n }\r\n\r\n /**\r\n * Gets or sets the angle of the emission cone\r\n */\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._buildHeight();\r\n }\r\n\r\n private _buildHeight() {\r\n if (this._angle !== 0) {\r\n this._height = this._radius / Math.tan(this._angle / 2);\r\n } else {\r\n this._height = 1;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new instance ConeParticleEmitter\r\n * @param radius the radius of the emission cone (1 by default)\r\n * @param angle the cone base angle (PI by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)\r\n */\r\n constructor(\r\n radius = 1,\r\n angle = Math.PI,\r\n /** [0] defines how much to randomize the particle direction [0-1] (default is 0) */\r\n public directionRandomizer = 0\r\n ) {\r\n this.angle = angle;\r\n this.radius = radius;\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();\r\n const randX = RandomRange(0, this.directionRandomizer);\r\n const randY = RandomRange(0, this.directionRandomizer);\r\n const randZ = RandomRange(0, this.directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(direction);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const s = RandomRange(0, Math.PI * 2);\r\n let h: number;\r\n\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = RandomRange(0, this.heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n let radius = this._radius - RandomRange(0, this._radius * this.radiusRange);\r\n radius = radius * h;\r\n\r\n const randX = radius * Math.sin(s);\r\n const randZ = radius * Math.cos(s);\r\n const randY = h * this._height;\r\n\r\n if (isLocal) {\r\n positionToUpdate.x = randX;\r\n positionToUpdate.y = randY;\r\n positionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): ConeParticleEmitter {\r\n const newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat2(\"radius\", this._radius, this.radiusRange);\r\n uboOrEffect.setFloat(\"coneAngle\", this._angle);\r\n uboOrEffect.setFloat2(\"height\", this._height, this.heightRange);\r\n uboOrEffect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 2);\r\n ubo.addUniform(\"coneAngle\", 1);\r\n ubo.addUniform(\"height\", 2);\r\n ubo.addUniform(\"directionRandomizer\", 1);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n let defines = \"#define CONEEMITTER\";\r\n\r\n if (this.emitFromSpawnPointOnly) {\r\n defines += \"\\n#define CONEEMITTERSPAWNPOINT\";\r\n }\r\n\r\n return defines;\r\n }\r\n\r\n /**\r\n * Returns the string \"ConeParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"ConeParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this._radius;\r\n serializationObject.angle = this._angle;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.heightRange = this.heightRange;\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.angle = serializationObject.angle;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n\r\n this.radiusRange = serializationObject.radiusRange !== undefined ? serializationObject.radiusRange : 1;\r\n this.heightRange = serializationObject.heightRange !== undefined ? serializationObject.heightRange : 1;\r\n this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly !== undefined ? serializationObject.emitFromSpawnPointOnly : false;\r\n }\r\n}\r\nexport class ConeDirectedParticleEmitter extends ConeParticleEmitter {\r\n constructor(\r\n radius = 1,\r\n angle = Math.PI,\r\n /**\r\n * [Up vector] The min limit of the emission direction.\r\n */\r\n public direction1 = new Vector3(0, 1, 0),\r\n /**\r\n * [Up vector] The max limit of the emission direction.\r\n */\r\n public direction2 = new Vector3(0, 1, 0)\r\n ) {\r\n super(radius, angle);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public override startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const randX = RandomRange(this.direction1.x, this.direction2.x);\r\n const randY = RandomRange(this.direction1.y, this.direction2.y);\r\n const randZ = RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public override clone(): ConeDirectedParticleEmitter {\r\n const newOne = new ConeDirectedParticleEmitter(this.radius, this.angle, this.direction1, this.direction2);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public override applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat(\"radius\", this.radius);\r\n uboOrEffect.setFloat(\"radiusRange\", this.radiusRange);\r\n uboOrEffect.setVector3(\"direction1\", this.direction1);\r\n uboOrEffect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public override buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 1);\r\n ubo.addUniform(\"radiusRange\", 1);\r\n ubo.addUniform(\"direction1\", 3);\r\n ubo.addUniform(\"direction2\", 3);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public override getEffectDefines(): string {\r\n return \"#define CONEEMITTER\\n#define DIRECTEDCONEEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"ConeDirectedParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public override getClassName(): string {\r\n return \"ConeDirectedParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public override parse(serializationObject: any): void {\r\n super.parse(serializationObject);\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n }\r\n}\r\n"]}
1
+ 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{ type Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { type Particle } from \"core/Particles/particle\";\r\nimport { type UniformBufferEffectCommonAccessor } from \"core/Materials/uniformBufferEffectCommonAccessor\";\r\nimport { type UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { type IParticleEmitterType } from \"./IParticleEmitterType\";\r\n\r\nimport { DeepCopier } from \"core/Misc/deepCopier\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Particle emitter emitting particles from the inside of a cone.\r\n * It emits the particles alongside the cone volume from the base to the particle.\r\n * The emission direction might be randomized.\r\n */\r\nexport class ConeParticleEmitter implements IParticleEmitterType {\r\n private _radius: number;\r\n private _angle: number;\r\n private _height: number;\r\n\r\n /**\r\n * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)\r\n */\r\n public radiusRange = 1;\r\n\r\n /**\r\n * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)\r\n */\r\n public heightRange = 1;\r\n\r\n /**\r\n * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)\r\n */\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Gets or sets the radius of the emission cone\r\n */\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._buildHeight();\r\n }\r\n\r\n /**\r\n * Gets or sets the angle of the emission cone\r\n */\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._buildHeight();\r\n }\r\n\r\n private _buildHeight() {\r\n if (this._angle !== 0) {\r\n this._height = this._radius / Math.tan(this._angle / 2);\r\n } else {\r\n this._height = 1;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new instance ConeParticleEmitter\r\n * @param radius the radius of the emission cone (1 by default)\r\n * @param angle the cone base angle (PI by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)\r\n */\r\n constructor(\r\n radius = 1,\r\n angle = Math.PI,\r\n /** [0] defines how much to randomize the particle direction [0-1] (default is 0) */\r\n public directionRandomizer = 0\r\n ) {\r\n this.angle = angle;\r\n this.radius = radius;\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();\r\n const randX = RandomRange(0, this.directionRandomizer);\r\n const randY = RandomRange(0, this.directionRandomizer);\r\n const randZ = RandomRange(0, this.directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(direction);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const s = RandomRange(0, Math.PI * 2);\r\n let h: number;\r\n\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = RandomRange(0, this.heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n let radius = this._radius - RandomRange(0, this._radius * this.radiusRange);\r\n radius = radius * h;\r\n\r\n const randX = radius * Math.sin(s);\r\n const randZ = radius * Math.cos(s);\r\n const randY = h * this._height;\r\n\r\n if (isLocal) {\r\n positionToUpdate.x = randX;\r\n positionToUpdate.y = randY;\r\n positionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): ConeParticleEmitter {\r\n const newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n uboOrEffect.setFloat2(\"radius\", this._radius, this.radiusRange);\r\n uboOrEffect.setFloat(\"coneAngle\", this._angle);\r\n uboOrEffect.setFloat2(\"height\", this._height, this.heightRange);\r\n uboOrEffect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"radius\", 2);\r\n ubo.addUniform(\"coneAngle\", 1);\r\n ubo.addUniform(\"height\", 2);\r\n ubo.addUniform(\"directionRandomizer\", 1);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public getEffectDefines(): string {\r\n let defines = \"#define CONEEMITTER\";\r\n\r\n if (this.emitFromSpawnPointOnly) {\r\n defines += \"\\n#define CONEEMITTERSPAWNPOINT\";\r\n }\r\n\r\n return defines;\r\n }\r\n\r\n /**\r\n * Returns the string \"ConeParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"ConeParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this._radius;\r\n serializationObject.angle = this._angle;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.heightRange = this.heightRange;\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.angle = serializationObject.angle;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n\r\n this.radiusRange = serializationObject.radiusRange !== undefined ? serializationObject.radiusRange : 1;\r\n this.heightRange = serializationObject.heightRange !== undefined ? serializationObject.heightRange : 1;\r\n this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly !== undefined ? serializationObject.emitFromSpawnPointOnly : false;\r\n }\r\n}\r\nexport class ConeDirectedParticleEmitter extends ConeParticleEmitter {\r\n constructor(\r\n radius = 1,\r\n angle = Math.PI,\r\n /**\r\n * [Up vector] The min limit of the emission direction.\r\n */\r\n public direction1 = new Vector3(0, 1, 0),\r\n /**\r\n * [Up vector] The max limit of the emission direction.\r\n */\r\n public direction2 = new Vector3(0, 1, 0)\r\n ) {\r\n super(radius, angle);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public override startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n const randX = RandomRange(this.direction1.x, this.direction2.x);\r\n const randY = RandomRange(this.direction1.y, this.direction2.y);\r\n const randZ = RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public override clone(): ConeDirectedParticleEmitter {\r\n const newOne = new ConeDirectedParticleEmitter(this.radius, this.angle, this.direction1, this.direction2);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param uboOrEffect defines the update shader\r\n */\r\n public override applyToShader(uboOrEffect: UniformBufferEffectCommonAccessor): void {\r\n super.applyToShader(uboOrEffect);\r\n uboOrEffect.setVector3(\"direction1\", this.direction1);\r\n uboOrEffect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Creates the structure of the ubo for this particle emitter\r\n * @param ubo ubo to create the structure for\r\n */\r\n public override buildUniformLayout(ubo: UniformBuffer): void {\r\n super.buildUniformLayout(ubo);\r\n ubo.addUniform(\"direction1\", 3);\r\n ubo.addUniform(\"direction2\", 3);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containing the defines string\r\n */\r\n public override getEffectDefines(): string {\r\n return \"#define CONEEMITTER\\n#define DIRECTEDCONEEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"ConeDirectedParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public override getClassName(): string {\r\n return \"ConeDirectedParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public override parse(serializationObject: any): void {\r\n super.parse(serializationObject);\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n ...(options as PostProcessOptions),\r\n blockCompilation: true,\r\n };\r\n\r\n super(name, \"subSurfaceScattering\", { ...localOptions, samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE });\r\n this._scene = scene;\r\n\r\n this.updateEffect();\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!scene.prePassRenderer || !scene.subSurfaceConfiguration) {\r\n Logger.Error(\"PrePass and subsurface configuration needs to be enabled for subsurface scattering.\");\r\n return;\r\n }\r\n const texelSize = this.texelSize;\r\n effect.setFloat(\"metersPerUnit\", scene.subSurfaceConfiguration.metersPerUnit);\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n effect.setTexture(\"irradianceSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE)]);\r\n effect.setTexture(\"depthSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"albedoSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)]);\r\n effect.setFloat2(\r\n \"viewportSize\",\r\n Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true),\r\n Math.tan(scene.activeCamera!.fov / 2)\r\n );\r\n effect.setArray3(\"diffusionS\", scene.subSurfaceConfiguration.ssDiffusionS);\r\n effect.setArray(\"diffusionD\", scene.subSurfaceConfiguration.ssDiffusionD);\r\n effect.setArray(\"filterRadii\", scene.subSurfaceConfiguration.ssFilterRadii);\r\n });\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"subSurfaceScatteringPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/subSurfaceScatteringPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAA2B,WAAW,EAAE,MAAM,eAAe,CAAC;AAGrE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAExC,OAAO,qCAAqC,CAAC;AAC7C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AAEvC,OAAO,yCAAyC,CAAC;AACjD,OAAO,8CAA8C,CAAC;AACtD,OAAO,mCAAmC,CAAC;AAE3C;;GAEG;AACH,MAAM,OAAO,+BAAgC,SAAQ,WAAW;IAC5D;;;OAGG;IACa,YAAY;QACxB,OAAO,iCAAiC,CAAC;IAC7C,CAAC;IAED,YACI,IAAY,EACZ,KAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAuB,EACvB,QAAkB,EAClB,cAAsB,SAAS,CAAC,yBAAyB;QAEzD,MAAM,YAAY,GAAG;YACjB,QAAQ,EAAE,CAAC,WAAW,EAAE,cAAc,EAAE,eAAe,CAAC;YACxD,QAAQ,EAAE,CAAC,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,mBAAmB,EAAE,cAAc,EAAE,eAAe,CAAC;YAC3G,IAAI,EAAE,OAAO,OAAO,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;YACvD,MAAM;YACN,YAAY;YACZ,MAAM;YACN,QAAQ;YACR,WAAW;YACX,GAAI,OAA8B;YAClC,gBAAgB,EAAE,IAAI;SACzB,CAAC;QAEF,KAAK,CAAC,IAAI,EAAE,sBAAsB,EAAE,EAAE,GAAG,YAAY,EAAE,YAAY,EAAE,YAAY,IAAI,OAAO,CAAC,qBAAqB,EAAE,CAAC,CAAC;QACtH,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,CAAC,KAAK,CAAC,uBAAuB,EAAE,CAAC;gBAC3D,MAAM,CAAC,KAAK,CAAC,qFAAqF,CAAC,CAAC;gBACpG,OAAO;YACX,CAAC;YACD,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACjC,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,KAAK,CAAC,uBAAuB,CAAC,aAAa,CAAC,CAAC;YAC9E,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,CAAC,UAAU,CACb,mBAAmB,EACnB,KAAK,CAAC,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,sCAAsC,CAAC,CAAC,CACrI,CAAC;YACF,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,KAAK,CAAC,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;YAC1J,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,KAAK,CAAC,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,gCAAgC,CAAC,CAAC,CAAC,CAAC;YACjK,MAAM,CAAC,SAAS,CACZ,cAAc,EACd,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,YAAa,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,KAAK,CAAC,YAAa,EAAE,IAAI,CAAC,EACnG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,YAAa,CAAC,GAAG,GAAG,CAAC,CAAC,CACxC,CAAC;YACF,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,uBAAuB,CAAC,YAAY,CAAC,CAAC;YAC3E,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,KAAK,CAAC,uBAAuB,CAAC,YAAY,CAAC,CAAC;YAC1E,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,KAAK,CAAC,uBAAuB,CAAC,aAAa,CAAC,CAAC;QAChF,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import { type Nullable } from \"../types\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { type PostProcessOptions, PostProcess } from \"./postProcess\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/subSurfaceScattering.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\nimport \"../ShadersWGSL/imageProcessing.fragment\";\r\nimport \"../ShadersWGSL/subSurfaceScattering.fragment\";\r\nimport \"../ShadersWGSL/postprocess.vertex\";\r\n\r\n/**\r\n * Sub surface scattering post process\r\n */\r\nexport class SubSurfaceScatteringPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"SubSurfaceScatteringPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"SubSurfaceScatteringPostProcess\";\r\n }\r\n\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n const localOptions = {\r\n uniforms: [\"texelSize\", \"viewportSize\", \"metersPerUnit\"],\r\n samplers: [\"diffusionS\", \"diffusionD\", \"filterRadii\", \"irradianceSampler\", \"depthSampler\", \"albedoSampler\"],\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n ...(options as PostProcessOptions),\r\n blockCompilation: true,\r\n };\r\n\r\n super(name, \"subSurfaceScattering\", { ...localOptions, samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE });\r\n this._scene = scene;\r\n\r\n this.updateEffect();\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!scene.prePassRenderer || !scene.subSurfaceConfiguration) {\r\n Logger.Error(\"PrePass and subsurface configuration needs to be enabled for subsurface scattering.\");\r\n return;\r\n }\r\n const texelSize = this.texelSize;\r\n effect.setFloat(\"metersPerUnit\", scene.subSurfaceConfiguration.metersPerUnit);\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n effect.setTexture(\r\n \"irradianceSampler\",\r\n scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"depthSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"albedoSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)]);\r\n effect.setFloat2(\r\n \"viewportSize\",\r\n Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true),\r\n Math.tan(scene.activeCamera!.fov / 2)\r\n );\r\n effect.setArray3(\"diffusionS\", scene.subSurfaceConfiguration.ssDiffusionS);\r\n effect.setArray(\"diffusionD\", scene.subSurfaceConfiguration.ssDiffusionD);\r\n effect.setArray(\"filterRadii\", scene.subSurfaceConfiguration.ssFilterRadii);\r\n });\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import { type StandardMaterial } from "../../Materials/standardMaterial.js";
6
6
  import { PBRBaseMaterial } from "../../Materials/PBR/pbrBaseMaterial.js";
7
7
  import { type UniformBuffer } from "../../Materials/uniformBuffer.js";
8
8
  import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
9
- import { OpenPBRMaterial } from "../../Materials/PBR/openpbrMaterial.js";
9
+ import { type OpenPBRMaterial } from "../../Materials/PBR/openpbrMaterial.js";
10
10
  /**
11
11
  * @internal
12
12
  */
@@ -46,16 +46,10 @@ export declare class IBLShadowsPluginMaterial extends MaterialPluginBase {
46
46
  */
47
47
  isCompatible(): boolean;
48
48
  constructor(material: Material | StandardMaterial | PBRBaseMaterial | OpenPBRMaterial);
49
+ private _isOpenPBRMaterial;
49
50
  prepareDefines(defines: MaterialIBLShadowsRenderDefines): void;
50
51
  getClassName(): string;
51
- getUniforms(): {
52
- ubo: {
53
- name: string;
54
- size: number;
55
- type: string;
56
- }[];
57
- fragment: string;
58
- };
52
+ getUniforms(_shaderLanguage: ShaderLanguage): any;
59
53
  getSamplers(samplers: string[]): void;
60
54
  bindForSubMesh(uniformBuffer: UniformBuffer): void;
61
55
  getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage): {
@@ -5,7 +5,6 @@ import { MaterialPluginBase } from "../../Materials/materialPluginBase.js";
5
5
  import { PBRBaseMaterial } from "../../Materials/PBR/pbrBaseMaterial.js";
6
6
  import { expandToProperty, serialize } from "../../Misc/decorators.js";
7
7
  import { RegisterClass } from "../../Misc/typeStore.js";
8
- import { OpenPBRMaterial } from "../../Materials/PBR/openpbrMaterial.js";
9
8
  /**
10
9
  * @internal
11
10
  */
@@ -55,6 +54,9 @@ export class IBLShadowsPluginMaterial extends MaterialPluginBase {
55
54
  this.isEnabled = false;
56
55
  this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[1];
57
56
  }
57
+ _isOpenPBRMaterial() {
58
+ return this._material.getClassName() === "OpenPBRMaterial";
59
+ }
58
60
  prepareDefines(defines) {
59
61
  defines.RENDER_WITH_IBL_SHADOWS = this._isEnabled;
60
62
  defines.COLORED_IBL_SHADOWS = this.isColored;
@@ -62,17 +64,38 @@ export class IBLShadowsPluginMaterial extends MaterialPluginBase {
62
64
  getClassName() {
63
65
  return "IBLShadowsPluginMaterial";
64
66
  }
65
- getUniforms() {
66
- return {
67
- ubo: [
68
- { name: "renderTargetSize", size: 2, type: "vec2" },
69
- { name: "shadowOpacity", size: 1, type: "float" },
70
- ],
71
- fragment: `#ifdef RENDER_WITH_IBL_SHADOWS
67
+ getUniforms(_shaderLanguage) {
68
+ const result = {};
69
+ result.ubo = [];
70
+ if (this._isOpenPBRMaterial()) {
71
+ if (_shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
72
+ result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS
73
+ var shadowOpacity: f32;
74
+ #endif`;
75
+ }
76
+ else {
77
+ result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS
78
+ uniform float shadowOpacity;
79
+ #endif`;
80
+ }
81
+ }
82
+ else {
83
+ result.ubo.push({ name: "renderTargetSize", size: 2, type: "vec2" });
84
+ if (_shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
85
+ result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS
86
+ var renderTargetSize: vec2f;
87
+ var shadowOpacity: f32;
88
+ #endif`;
89
+ }
90
+ else {
91
+ result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS
72
92
  uniform vec2 renderTargetSize;
73
93
  uniform float shadowOpacity;
74
- #endif`,
75
- };
94
+ #endif`;
95
+ }
96
+ }
97
+ result.ubo.push({ name: "shadowOpacity", size: 1, type: "float" });
98
+ return result;
76
99
  }
77
100
  getSamplers(samplers) {
78
101
  samplers.push("iblShadowsTexture");
@@ -132,7 +155,7 @@ export class IBLShadowsPluginMaterial extends MaterialPluginBase {
132
155
  #endif
133
156
  `;
134
157
  }
135
- else if (this._material instanceof OpenPBRMaterial) {
158
+ else if (this._isOpenPBRMaterial()) {
136
159
  // eslint-disable-next-line @typescript-eslint/naming-convention
137
160
  frag["CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION"] = `
138
161
  #ifdef RENDER_WITH_IBL_SHADOWS
@@ -211,7 +234,7 @@ export class IBLShadowsPluginMaterial extends MaterialPluginBase {
211
234
  #endif
212
235
  `;
213
236
  }
214
- else if (this._material instanceof OpenPBRMaterial) {
237
+ else if (this._isOpenPBRMaterial()) {
215
238
  // eslint-disable-next-line @typescript-eslint/naming-convention
216
239
  frag["CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION"] = `
217
240
  #ifdef RENDER_WITH_IBL_SHADOWS
@@ -1 +1 @@
1
- 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{ MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport { type InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { type UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial\";\r\n/**\r\n * @internal\r\n */\r\nclass MaterialIBLShadowsRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_IBL_SHADOWS = false;\r\n public COLORED_IBL_SHADOWS = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the contribution from IBL shadows.\r\n */\r\nexport class IBLShadowsPluginMaterial extends MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"IBLShadowsPluginMaterial\";\r\n\r\n /**\r\n * The texture containing the contribution from IBL shadows.\r\n */\r\n public iblShadowsTexture: InternalTexture;\r\n\r\n /**\r\n * The opacity of the shadows.\r\n */\r\n @serialize()\r\n public shadowOpacity: number = 1.0;\r\n\r\n private _isEnabled = false;\r\n private _isColored = false;\r\n public get isColored(): boolean {\r\n return this._isColored;\r\n }\r\n public set isColored(value: boolean) {\r\n if (this._isColored === value) {\r\n return;\r\n }\r\n this._isColored = value;\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial | OpenPBRMaterial) {\r\n super(material, IBLShadowsPluginMaterial.Name, 310, new MaterialIBLShadowsRenderDefines());\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public override prepareDefines(defines: MaterialIBLShadowsRenderDefines) {\r\n defines.RENDER_WITH_IBL_SHADOWS = this._isEnabled;\r\n defines.COLORED_IBL_SHADOWS = this.isColored;\r\n }\r\n\r\n public override getClassName() {\r\n return \"IBLShadowsPluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"renderTargetSize\", size: 2, type: \"vec2\" },\r\n { name: \"shadowOpacity\", size: 1, type: \"float\" },\r\n ],\r\n fragment: `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform vec2 renderTargetSize;\r\n uniform float shadowOpacity;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"iblShadowsTexture\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"iblShadowsTexture\", this.iblShadowsTexture);\r\n uniformBuffer.updateFloat2(\"renderTargetSize\", this._material.getScene().getEngine().getRenderWidth(), this._material.getScene().getEngine().getRenderHeight());\r\n uniformBuffer.updateFloat(\"shadowOpacity\", this.shadowOpacity);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage) {\r\n let frag: { [name: string]: string };\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n var iblShadowsTextureSampler: sampler;\r\n var iblShadowsTexture: texture_2d<f32>;\r\n\r\n #ifdef COLORED_IBL_SHADOWS\r\n fn computeIndirectShadow() -> vec3f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec3f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rgb;\r\n return mix(shadowValue, vec3f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #else\r\n fn computeIndirectShadow() -> vec2f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec2f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rg;\r\n return mix(shadowValue, vec2f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n finalIrradiance *= shadowValue;\r\n finalRadianceScaled *= mix(vec3f(1.0), shadowValue, roughness);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n finalIrradiance *= vec3f(shadowValue.x);\r\n finalRadianceScaled *= vec3f(mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness));\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._material instanceof OpenPBRMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3f(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3f(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue, 1.0f));\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue.x, shadowValue.x, shadowValue.x, 1.0f));\r\n #endif\r\n #endif\r\n `;\r\n }\r\n } else {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform sampler2D iblShadowsTexture;\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec3 shadowValue = texture2D(iblShadowsTexture, uv).rgb;\r\n return mix(shadowValue.rgb, vec3(1.0), 1.0 - shadowOpacity);\r\n }\r\n #else\r\n vec2 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec2 shadowValue = texture2D(iblShadowsTexture, uv).rg;\r\n return mix(shadowValue.rg, vec2(1.0), 1.0 - shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n finalIrradiance.rgb *= shadowValue.rgb;\r\n finalRadianceScaled *= mix(vec3(1.0), shadowValue.rgb, roughness);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n finalIrradiance *= shadowValue.x;\r\n finalRadianceScaled *= mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness);\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._material instanceof OpenPBRMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.rgb);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.x);\r\n #endif\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.IBLShadowsPluginMaterial`, IBLShadowsPluginMaterial);\r\n"]}
1
+ 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{ MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport { type InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { type UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial\";\r\n/**\r\n * @internal\r\n */\r\nclass MaterialIBLShadowsRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_IBL_SHADOWS = false;\r\n public COLORED_IBL_SHADOWS = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the contribution from IBL shadows.\r\n */\r\nexport class IBLShadowsPluginMaterial extends MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"IBLShadowsPluginMaterial\";\r\n\r\n /**\r\n * The texture containing the contribution from IBL shadows.\r\n */\r\n public iblShadowsTexture: InternalTexture;\r\n\r\n /**\r\n * The opacity of the shadows.\r\n */\r\n @serialize()\r\n public shadowOpacity: number = 1.0;\r\n\r\n private _isEnabled = false;\r\n private _isColored = false;\r\n public get isColored(): boolean {\r\n return this._isColored;\r\n }\r\n public set isColored(value: boolean) {\r\n if (this._isColored === value) {\r\n return;\r\n }\r\n this._isColored = value;\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial | OpenPBRMaterial) {\r\n super(material, IBLShadowsPluginMaterial.Name, 310, new MaterialIBLShadowsRenderDefines());\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n private _isOpenPBRMaterial(): boolean {\r\n return this._material.getClassName() === \"OpenPBRMaterial\";\r\n }\r\n\r\n public override prepareDefines(defines: MaterialIBLShadowsRenderDefines) {\r\n defines.RENDER_WITH_IBL_SHADOWS = this._isEnabled;\r\n defines.COLORED_IBL_SHADOWS = this.isColored;\r\n }\r\n\r\n public override getClassName() {\r\n return \"IBLShadowsPluginMaterial\";\r\n }\r\n\r\n public override getUniforms(_shaderLanguage: ShaderLanguage) {\r\n const result: any = {};\r\n result.ubo = [];\r\n if (this._isOpenPBRMaterial()) {\r\n if (_shaderLanguage === ShaderLanguage.WGSL) {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n var shadowOpacity: f32;\r\n #endif`;\r\n } else {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform float shadowOpacity;\r\n #endif`;\r\n }\r\n } else {\r\n result.ubo.push({ name: \"renderTargetSize\", size: 2, type: \"vec2\" });\r\n if (_shaderLanguage === ShaderLanguage.WGSL) {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n var renderTargetSize: vec2f;\r\n var shadowOpacity: f32;\r\n #endif`;\r\n } else {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform vec2 renderTargetSize;\r\n uniform float shadowOpacity;\r\n #endif`;\r\n }\r\n }\r\n result.ubo.push({ name: \"shadowOpacity\", size: 1, type: \"float\" });\r\n return result;\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"iblShadowsTexture\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"iblShadowsTexture\", this.iblShadowsTexture);\r\n uniformBuffer.updateFloat2(\"renderTargetSize\", this._material.getScene().getEngine().getRenderWidth(), this._material.getScene().getEngine().getRenderHeight());\r\n uniformBuffer.updateFloat(\"shadowOpacity\", this.shadowOpacity);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage) {\r\n let frag: { [name: string]: string };\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n var iblShadowsTextureSampler: sampler;\r\n var iblShadowsTexture: texture_2d<f32>;\r\n\r\n #ifdef COLORED_IBL_SHADOWS\r\n fn computeIndirectShadow() -> vec3f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec3f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rgb;\r\n return mix(shadowValue, vec3f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #else\r\n fn computeIndirectShadow() -> vec2f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec2f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rg;\r\n return mix(shadowValue, vec2f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n finalIrradiance *= shadowValue;\r\n finalRadianceScaled *= mix(vec3f(1.0), shadowValue, roughness);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n finalIrradiance *= vec3f(shadowValue.x);\r\n finalRadianceScaled *= vec3f(mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness));\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._isOpenPBRMaterial()) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3f(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3f(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue, 1.0f));\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue.x, shadowValue.x, shadowValue.x, 1.0f));\r\n #endif\r\n #endif\r\n `;\r\n }\r\n } else {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform sampler2D iblShadowsTexture;\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec3 shadowValue = texture2D(iblShadowsTexture, uv).rgb;\r\n return mix(shadowValue.rgb, vec3(1.0), 1.0 - shadowOpacity);\r\n }\r\n #else\r\n vec2 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec2 shadowValue = texture2D(iblShadowsTexture, uv).rg;\r\n return mix(shadowValue.rg, vec2(1.0), 1.0 - shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n finalIrradiance.rgb *= shadowValue.rgb;\r\n finalRadianceScaled *= mix(vec3(1.0), shadowValue.rgb, roughness);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n finalIrradiance *= shadowValue.x;\r\n finalRadianceScaled *= mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness);\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._isOpenPBRMaterial()) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.rgb);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.x);\r\n #endif\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.IBLShadowsPluginMaterial`, IBLShadowsPluginMaterial);\r\n"]}
@@ -59,6 +59,11 @@ export declare class GeometryBufferRenderer {
59
59
  * using getIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE)
60
60
  */
61
61
  static readonly VELOCITY_LINEAR_TEXTURE_TYPE = 6;
62
+ /**
63
+ * Constant used to retrieve the irradiance texture index in the G-Buffer textures array
64
+ * using getIndex(GeometryBufferRenderer.IRRADIANCE_TEXTURE_TYPE)
65
+ */
66
+ static readonly IRRADIANCE_TEXTURE_TYPE = 7;
62
67
  /**
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68
  * Dictionary used to store the previous transformation matrices of each rendered mesh
64
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  * in order to compute objects velocities when enableVelocity is set to "true"
@@ -103,6 +108,7 @@ export declare class GeometryBufferRenderer {
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  private _enableVelocityLinear;
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  private _enableReflectivity;
105
110
  private _enableScreenspaceDepth;
111
+ private _enableIrradiance;
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  private _depthFormat;
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  private _clearColor;
108
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  private _clearDepthColor;
@@ -113,6 +119,7 @@ export declare class GeometryBufferRenderer {
113
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  private _depthIndex;
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120
  private _normalIndex;
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  private _screenspaceDepthIndex;
122
+ private _irradianceIndex;
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  private _linkedWithPrePass;
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  private _prePassRenderer;
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  private _attachmentsFromPrePass;
@@ -229,6 +236,19 @@ export declare class GeometryBufferRenderer {
229
236
  */
230
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  get enableScreenspaceDepth(): boolean;
231
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  set enableScreenspaceDepth(enable: boolean);
239
+ /**
240
+ * Gets a boolean indicating if objects irradiance are enabled in the G buffer.
241
+ */
242
+ get enableIrradiance(): boolean;
243
+ /**
244
+ * Sets whether or not objects irradiance are enabled for the G buffer.
245
+ */
246
+ set enableIrradiance(enable: boolean);
247
+ /**
248
+ * This will store a mask in the alpha channel of the irradiance texture to indicate which pixels have
249
+ * scattering and should be taken into account when applying image-based lighting.
250
+ */
251
+ generateIrradianceWithScatterMask: boolean;
232
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  /**
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  * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)
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  * If set to false, the depth texture is always cleared with 0.