@babylonjs/gui 5.0.0-beta.3 → 5.0.0-beta.7
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/2D/advancedDynamicTexture.d.ts +1 -1
- package/2D/advancedDynamicTexture.js +9 -2
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/colorpicker.js +2 -2
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.js +8 -2
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +11 -2
- package/2D/controls/control.js +32 -5
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/grid.js +9 -9
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.js +5 -5
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/stackPanel.js +2 -2
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/textBlock.js +4 -4
- package/2D/controls/textBlock.js.map +1 -1
- package/3D/controls/holographicBackplate.js +1 -1
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicSlate.js +3 -2
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.d.ts +0 -1
- package/3D/controls/index.js +0 -1
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +0 -1
- package/3D/controls/nearMenu.js +8 -6
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/slider3D.js +7 -7
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +21 -0
- package/3D/controls/touchButton3D.js +62 -6
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +5 -1
- package/3D/controls/touchHolographicButton.js +31 -6
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.js +1 -1
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +1 -1
- package/3D/materials/fluent/fluentMaterial.js +2 -2
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +3 -3
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.js +2 -2
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/package.json +2 -5
- package/3D/controls/touchToggleButton3D.d.ts +0 -35
- package/3D/controls/touchToggleButton3D.js +0 -60
- package/3D/controls/touchToggleButton3D.js.map +0 -1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serialize, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector3, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentButton.fragment\";\r\nimport \"./shaders/fluentButton.vertex\";\r\n\r\n/** @hidden */\r\nclass FluentButtonMaterialDefines extends MaterialDefines {\r\n public RELATIVE_WIDTH = true;\r\n public ENABLE_FADE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent desgin\r\n * @since 5.0.0\r\n */\r\nexport class FluentButtonMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/mrtk-fluent-button-blob.png\";\r\n\r\n /**\r\n * Gets or sets the width of the glowing edge, relative to the scale of the button.\r\n * (Default is 4% of the height).\r\n */\r\n @serialize()\r\n public edgeWidth = 0.04;\r\n\r\n /**\r\n * Gets or sets the color of the glowing edge.\r\n */\r\n @serializeAsColor4()\r\n public edgeColor = new Color4(0.592157, 0.592157, 0.592157, 1.0);\r\n\r\n /**\r\n * Gets or sets the maximum intensity of the proximity light.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the maximum distance for the proximity light (Default is 16mm).\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the radius of the proximity light when near to the surface.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 1.5;\r\n\r\n /**\r\n * Gets or sets the anisotropy of the proximity light.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1;\r\n\r\n /**\r\n * Gets or sets the amount of fuzzing in the selection focus.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets an override value to display the button as selected.\r\n */\r\n @serialize()\r\n public selected = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually fade the blob size.\r\n */\r\n @serialize()\r\n public selectionFade = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually shrink the blob size as it fades (see selectionFade).\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.3;\r\n\r\n /**\r\n * Gets or sets the distance from the button the cursor should be for the button\r\n * to appear selected (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the fall-off distance for the selection fade (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the intensity of the luminous blob (Ranges 0-1, default is 0.5).\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * The size of the blob when the pointer is at the blobFarDistance (Default is 5cm).\r\n */\r\n @serialize()\r\n public blobFarSize = 0.05;\r\n\r\n /**\r\n * The distance at which the pointer is considered near. See [left|right]BlobNearSize. (Default is 0cm).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * The distance at which the pointer is considered far. See [left|right]BlobFarSize. (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * The distance over which the blob intensity fades from full to none (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the left index finger is enabled.\r\n */\r\n @serialize()\r\n public leftBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the left blob when the left pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public leftBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the left blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public leftBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the left blob.\r\n */\r\n @serialize()\r\n public leftBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the left blob;\r\n */\r\n @serialize()\r\n public leftBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the right index finger is enabled.\r\n */\r\n @serialize()\r\n public rightBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the right blob when the right pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public rightBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the right blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public rightBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the right blob.\r\n */\r\n @serialize()\r\n public rightBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the right blob;\r\n */\r\n @serialize()\r\n public rightBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the direction of the active face before the world transform is applied.\r\n * This should almost always be set to -z.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceDir = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * Gets or sets the button's up direction before the world transform is applied.\r\n * This should almost always be set to +y.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceUp = new Vector3(0, 1, 0);\r\n\r\n /**\r\n * Gets or sets whether the edge fade effect is enabled.\r\n */\r\n @serialize()\r\n public enableFade = true;\r\n\r\n /**\r\n * Gets or sets a value corresponding to the width of the edge fade effect (Default 1.5).\r\n */\r\n @serialize()\r\n public fadeWidth = 1.5;\r\n\r\n /**\r\n * Gets or sets whether the active face is smoothly interpolated.\r\n */\r\n @serialize()\r\n public smoothActiveFace = true;\r\n\r\n /**\r\n * Gets or sets whether the frame of the fluent button model is visible.\r\n * This is usually only enabled for debugging purposes.\r\n */\r\n @serialize()\r\n public showFrame = false;\r\n\r\n /**\r\n * Gets or sets whether the blob color texture is used for the proximity\r\n * light effect. This is usually only disabled for debugging purposes.\r\n */\r\n @serialize()\r\n public useBlobTexture = true;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n\r\n private _blobTexture: Texture;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n\r\n this._blobTexture = new Texture(FluentButtonMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentButtonMaterialDefines();\r\n }\r\n\r\n var defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n var shaderName = \"fluentButton\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\",\r\n\r\n \"_Edge_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Relative_Width_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Active_Face_Dir_\",\r\n \"_Active_Face_Up_\",\r\n \"_Enable_Fade_\",\r\n \"_Fade_Width_\",\r\n \"_Smooth_Active_Face_\",\r\n \"_Show_Frame_\",\r\n \"_Use_Blob_Texture_\",\r\n\r\n \"Use_Global_Left_Index\",\r\n \"Use_Global_Right_Index\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"Global_Left_Thumb_Tip_Position\",\r\n \"Global_Right_Thumb_Tip_Position\",\r\n \"Global_Left_Index_Tip_Proximity\",\r\n \"Global_Right_Index_Tip_Proximity\"\r\n ];\r\n var samplers: string[] = [\"_Blob_Texture_\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Wireframe\"\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setColor4(\"_Edge_Color_\", new Color3(this.edgeColor.r, this.edgeColor.g, this.edgeColor.b), this.edgeColor.a);\r\n //define _Relative_Width_ true;\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.leftBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.leftBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.leftBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.leftBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.leftBlobFade);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.rightBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.rightBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.rightBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.rightBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.rightBlobFade);\r\n\r\n // \"Active Face\"\r\n this._activeEffect.setVector3(\"_Active_Face_Dir_\", this.activeFaceDir);\r\n this._activeEffect.setVector3(\"_Active_Face_Up_\", this.activeFaceUp);\r\n\r\n // \"Hololens Edge Fade\"\r\n //define _Enable_Fade_ true;\r\n this._activeEffect.setFloat(\"_Fade_Width_\", this.fadeWidth);\r\n this._activeEffect.setFloat(\"_Smooth_Active_Face_\", this.smoothActiveFace ? 1.0 : 0.0);\r\n\r\n // \"Debug\"\r\n this._activeEffect.setFloat(\"_Show_Frame_\", this.showFrame ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Blob_Texture_\", this.useBlobTexture ? 1.0 : 0.0);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", 1.0);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", 1.0);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\",\r\n new Vector4(\r\n this.globalLeftIndexTipPosition.x,\r\n this.globalLeftIndexTipPosition.y,\r\n this.globalLeftIndexTipPosition.z,\r\n 1.0));\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\",\r\n new Vector4(\r\n this.globalRightIndexTipPosition.x,\r\n this.globalRightIndexTipPosition.y,\r\n this.globalRightIndexTipPosition.z,\r\n 1.0));\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FluentButtonMaterial {\r\n return SerializationHelper.Clone(() => new FluentButtonMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.FluentButtonMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentButtonMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentButtonMaterial {\r\n return SerializationHelper.Parse(() => new FluentButtonMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentButtonMaterial\", FluentButtonMaterial);"]}
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1
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+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serialize, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector3, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentButton.fragment\";\r\nimport \"./shaders/fluentButton.vertex\";\r\n\r\n/** @hidden */\r\nclass FluentButtonMaterialDefines extends MaterialDefines {\r\n public RELATIVE_WIDTH = true;\r\n public ENABLE_FADE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent desgin\r\n * @since 5.0.0\r\n */\r\nexport class FluentButtonMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/mrtk-fluent-button-blob.png\";\r\n\r\n /**\r\n * Gets or sets the width of the glowing edge, relative to the scale of the button.\r\n * (Default is 4% of the height).\r\n */\r\n @serialize()\r\n public edgeWidth = 0.04;\r\n\r\n /**\r\n * Gets or sets the color of the glowing edge.\r\n */\r\n @serializeAsColor4()\r\n public edgeColor = new Color4(0.592157, 0.592157, 0.592157, 1.0);\r\n\r\n /**\r\n * Gets or sets the maximum intensity of the proximity light.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the maximum distance for the proximity light (Default is 16mm).\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the radius of the proximity light when near to the surface.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 1.5;\r\n\r\n /**\r\n * Gets or sets the anisotropy of the proximity light.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1;\r\n\r\n /**\r\n * Gets or sets the amount of fuzzing in the selection focus.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets an override value to display the button as selected.\r\n */\r\n @serialize()\r\n public selected = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually fade the blob size.\r\n */\r\n @serialize()\r\n public selectionFade = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually shrink the blob size as it fades (see selectionFade).\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.3;\r\n\r\n /**\r\n * Gets or sets the distance from the button the cursor should be for the button\r\n * to appear selected (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the fall-off distance for the selection fade (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the intensity of the luminous blob (Ranges 0-1, default is 0.5).\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * The size of the blob when the pointer is at the blobFarDistance (Default is 5cm).\r\n */\r\n @serialize()\r\n public blobFarSize = 0.05;\r\n\r\n /**\r\n * The distance at which the pointer is considered near. See [left|right]BlobNearSize. (Default is 0cm).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * The distance at which the pointer is considered far. See [left|right]BlobFarSize. (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * The distance over which the blob intensity fades from full to none (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the left index finger is enabled.\r\n */\r\n @serialize()\r\n public leftBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the left blob when the left pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public leftBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the left blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public leftBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the left blob.\r\n */\r\n @serialize()\r\n public leftBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the left blob;\r\n */\r\n @serialize()\r\n public leftBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the right index finger is enabled.\r\n */\r\n @serialize()\r\n public rightBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the right blob when the right pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public rightBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the right blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public rightBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the right blob.\r\n */\r\n @serialize()\r\n public rightBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the right blob;\r\n */\r\n @serialize()\r\n public rightBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the direction of the active face before the world transform is applied.\r\n * This should almost always be set to -z.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceDir = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * Gets or sets the button's up direction before the world transform is applied.\r\n * This should almost always be set to +y.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceUp = new Vector3(0, 1, 0);\r\n\r\n /**\r\n * Gets or sets whether the edge fade effect is enabled.\r\n */\r\n @serialize()\r\n public enableFade = true;\r\n\r\n /**\r\n * Gets or sets a value corresponding to the width of the edge fade effect (Default 1.5).\r\n */\r\n @serialize()\r\n public fadeWidth = 1.5;\r\n\r\n /**\r\n * Gets or sets whether the active face is smoothly interpolated.\r\n */\r\n @serialize()\r\n public smoothActiveFace = true;\r\n\r\n /**\r\n * Gets or sets whether the frame of the fluent button model is visible.\r\n * This is usually only enabled for debugging purposes.\r\n */\r\n @serialize()\r\n public showFrame = false;\r\n\r\n /**\r\n * Gets or sets whether the blob color texture is used for the proximity\r\n * light effect. This is usually only disabled for debugging purposes.\r\n */\r\n @serialize()\r\n public useBlobTexture = true;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n\r\n private _blobTexture: Texture;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n\r\n this._blobTexture = new Texture(FluentButtonMaterial.BLOB_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentButtonMaterialDefines();\r\n }\r\n\r\n var defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n var shaderName = \"fluentButton\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\",\r\n\r\n \"_Edge_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Relative_Width_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Active_Face_Dir_\",\r\n \"_Active_Face_Up_\",\r\n \"_Enable_Fade_\",\r\n \"_Fade_Width_\",\r\n \"_Smooth_Active_Face_\",\r\n \"_Show_Frame_\",\r\n \"_Use_Blob_Texture_\",\r\n\r\n \"Use_Global_Left_Index\",\r\n \"Use_Global_Right_Index\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"Global_Left_Thumb_Tip_Position\",\r\n \"Global_Right_Thumb_Tip_Position\",\r\n \"Global_Left_Index_Tip_Proximity\",\r\n \"Global_Right_Index_Tip_Proximity\"\r\n ];\r\n var samplers: string[] = [\"_Blob_Texture_\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Wireframe\"\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setColor4(\"_Edge_Color_\", new Color3(this.edgeColor.r, this.edgeColor.g, this.edgeColor.b), this.edgeColor.a);\r\n //define _Relative_Width_ true;\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.leftBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.leftBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.leftBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.leftBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.leftBlobFade);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.rightBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.rightBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.rightBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.rightBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.rightBlobFade);\r\n\r\n // \"Active Face\"\r\n this._activeEffect.setVector3(\"_Active_Face_Dir_\", this.activeFaceDir);\r\n this._activeEffect.setVector3(\"_Active_Face_Up_\", this.activeFaceUp);\r\n\r\n // \"Hololens Edge Fade\"\r\n //define _Enable_Fade_ true;\r\n this._activeEffect.setFloat(\"_Fade_Width_\", this.fadeWidth);\r\n this._activeEffect.setFloat(\"_Smooth_Active_Face_\", this.smoothActiveFace ? 1.0 : 0.0);\r\n\r\n // \"Debug\"\r\n this._activeEffect.setFloat(\"_Show_Frame_\", this.showFrame ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Blob_Texture_\", this.useBlobTexture ? 1.0 : 0.0);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", 1.0);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", 1.0);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\",\r\n new Vector4(\r\n this.globalLeftIndexTipPosition.x,\r\n this.globalLeftIndexTipPosition.y,\r\n this.globalLeftIndexTipPosition.z,\r\n 1.0));\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\",\r\n new Vector4(\r\n this.globalRightIndexTipPosition.x,\r\n this.globalRightIndexTipPosition.y,\r\n this.globalRightIndexTipPosition.z,\r\n 1.0));\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FluentButtonMaterial {\r\n return SerializationHelper.Clone(() => new FluentButtonMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentButtonMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentButtonMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentButtonMaterial {\r\n return SerializationHelper.Parse(() => new FluentButtonMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentButtonMaterial\", FluentButtonMaterial);"]}
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@@ -128,7 +128,7 @@ export declare class MRDLBackplateMaterial extends PushMaterial {
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* Gets or sets the edge width of the backplate.
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*/
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edgeLineGradientBlend: number;
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constructor(name: string, scene
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constructor(name: string, scene?: Scene);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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@@ -146,7 +146,7 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
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_this.edgeLineGradientBlend = 0.5;
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_this.alphaMode = Constants.ALPHA_DISABLE;
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_this.backFaceCulling = false;
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-
_this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL,
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+
_this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, _this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);
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return _this;
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}
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MRDLBackplateMaterial.prototype.needAlphaBlending = function () {
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@@ -319,7 +319,7 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
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return SerializationHelper.Clone(function () { return new MRDLBackplateMaterial(name, _this.getScene()); }, this);
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};
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MRDLBackplateMaterial.prototype.serialize = function () {
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-
var serializationObject =
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var serializationObject = _super.prototype.serialize.call(this);
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serializationObject.customType = "BABYLON.MRDLBackplateMaterial";
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return serializationObject;
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};
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@@ -1 +1 @@
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1
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-
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper, serialize } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlBackplate.fragment\";\r\nimport \"./shaders/mrdlBackplate.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLBackplateMaterialDefines extends MaterialDefines {\r\n /*\r\n \"IRIDESCENCE_ENABLE\", \"SMOOTH_EDGES\"\r\n */\r\n public IRIDESCENCE_ENABLED = true;\r\n public SMOOTH_EDGES = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render backplate material with MRDL\r\n */\r\nexport class MRDLBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static IRIDESCENT_MAP_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-backplate-iridescence.png\";\r\n private _iridescentMapTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.3;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.003;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.2, 0.262745, 0.4, 1);\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /** @hidden */\r\n public _rate = 0;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.239216, 0.435294, 0.827451, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0;\r\n\r\n /** @hidden */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @hidden */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /**\r\n * Gets or sets the Tint of the iridescence effect on the backplate.\r\n */\r\n @serialize()\r\n public iridescenceTint = new Color4(1, 1, 1, 1);\r\n\r\n /** @hidden */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @hidden */\r\n public _reflected = true;\r\n\r\n /** @hidden */\r\n public _frequency = 1;\r\n\r\n /** @hidden */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public gradientColor = new Color4(0.74902, 0.74902, 0.74902, 1);\r\n\r\n /**\r\n * Gets or sets the top left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topLeftGradientColor = new Color4(0.00784314, 0.294118, 0.580392, 1);\r\n\r\n /**\r\n * Gets or sets the top right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topRightGradientColor = new Color4(0.305882, 0, 1, 1);\r\n\r\n /**\r\n * Gets or sets the bottom left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomLeftGradientColor = new Color4(0.133333, 0.258824, 0.992157, 1);\r\n\r\n /**\r\n * Gets or sets the bottom right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomRightGradientColor = new Color4(0.176471, 0.176471, 0.619608, 1);\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgePower = 1;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeLineGradientBlend = 0.5;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n\r\n this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\"\r\n , \"_Radius_\", \"_Line_Width_\", \"_Absolute_Sizes_\", \"_Filter_Width_\", \"_Base_Color_\", \"_Line_Color_\"\r\n , \"_Radius_Top_Left_\", \"_Radius_Top_Right_\", \"_Radius_Bottom_Left_\", \"_Radius_Bottom_Right_\"\r\n , \"_Rate_\", \"_Highlight_Color_\", \"_Highlight_Width_\", \"_Highlight_Transform_\", \"_Highlight_\"\r\n , \"_Iridescence_Intensity_\", \"_Iridescence_Edge_Intensity_\", \"_Iridescence_Tint_\", \"_Iridescent_Map_\"\r\n , \"_Angle_\", \"_Reflected_\", \"_Frequency_\", \"_Vertical_Offset_\", \"_Gradient_Color_\", \"_Top_Left_\"\r\n , \"_Top_Right_\", \"_Bottom_Left_\", \"_Bottom_Right_\", \"_Edge_Width_\", \"_Edge_Power_\", \"_Line_Gradient_Blend_\"\r\n , \"_Fade_Out_\"\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLE true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setDirectColor4(\"_Iridescence_Tint_\", this.iridescenceTint);\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMapTexture);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Gradient_Color_\", this.gradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Left_\", this.topLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Right_\", this.topRightGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Left_\", this.bottomLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Right_\", this.bottomRightGradientColor);\r\n //define EDGE_ONLY false;\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setFloat(\"_Edge_Power_\", this.edgePower);\r\n this._activeEffect.setFloat(\"_Line_Gradient_Blend_\", this.edgeLineGradientBlend);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLBackplateMaterial\", MRDLBackplateMaterial);\r\n"]}
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+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper, serialize } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlBackplate.fragment\";\r\nimport \"./shaders/mrdlBackplate.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLBackplateMaterialDefines extends MaterialDefines {\r\n /*\r\n \"IRIDESCENCE_ENABLE\", \"SMOOTH_EDGES\"\r\n */\r\n public IRIDESCENCE_ENABLED = true;\r\n public SMOOTH_EDGES = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render backplate material with MRDL\r\n */\r\nexport class MRDLBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static IRIDESCENT_MAP_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-backplate-iridescence.png\";\r\n private _iridescentMapTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.3;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.003;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.2, 0.262745, 0.4, 1);\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /** @hidden */\r\n public _rate = 0;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.239216, 0.435294, 0.827451, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0;\r\n\r\n /** @hidden */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @hidden */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /**\r\n * Gets or sets the Tint of the iridescence effect on the backplate.\r\n */\r\n @serialize()\r\n public iridescenceTint = new Color4(1, 1, 1, 1);\r\n\r\n /** @hidden */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @hidden */\r\n public _reflected = true;\r\n\r\n /** @hidden */\r\n public _frequency = 1;\r\n\r\n /** @hidden */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public gradientColor = new Color4(0.74902, 0.74902, 0.74902, 1);\r\n\r\n /**\r\n * Gets or sets the top left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topLeftGradientColor = new Color4(0.00784314, 0.294118, 0.580392, 1);\r\n\r\n /**\r\n * Gets or sets the top right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topRightGradientColor = new Color4(0.305882, 0, 1, 1);\r\n\r\n /**\r\n * Gets or sets the bottom left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomLeftGradientColor = new Color4(0.133333, 0.258824, 0.992157, 1);\r\n\r\n /**\r\n * Gets or sets the bottom right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomRightGradientColor = new Color4(0.176471, 0.176471, 0.619608, 1);\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgePower = 1;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeLineGradientBlend = 0.5;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n\r\n this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\"\r\n , \"_Radius_\", \"_Line_Width_\", \"_Absolute_Sizes_\", \"_Filter_Width_\", \"_Base_Color_\", \"_Line_Color_\"\r\n , \"_Radius_Top_Left_\", \"_Radius_Top_Right_\", \"_Radius_Bottom_Left_\", \"_Radius_Bottom_Right_\"\r\n , \"_Rate_\", \"_Highlight_Color_\", \"_Highlight_Width_\", \"_Highlight_Transform_\", \"_Highlight_\"\r\n , \"_Iridescence_Intensity_\", \"_Iridescence_Edge_Intensity_\", \"_Iridescence_Tint_\", \"_Iridescent_Map_\"\r\n , \"_Angle_\", \"_Reflected_\", \"_Frequency_\", \"_Vertical_Offset_\", \"_Gradient_Color_\", \"_Top_Left_\"\r\n , \"_Top_Right_\", \"_Bottom_Left_\", \"_Bottom_Right_\", \"_Edge_Width_\", \"_Edge_Power_\", \"_Line_Gradient_Blend_\"\r\n , \"_Fade_Out_\"\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLE true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setDirectColor4(\"_Iridescence_Tint_\", this.iridescenceTint);\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMapTexture);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Gradient_Color_\", this.gradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Left_\", this.topLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Right_\", this.topRightGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Left_\", this.bottomLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Right_\", this.bottomRightGradientColor);\r\n //define EDGE_ONLY false;\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setFloat(\"_Edge_Power_\", this.edgePower);\r\n this._activeEffect.setFloat(\"_Line_Gradient_Blend_\", this.edgeLineGradientBlend);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MRDLBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLBackplateMaterial\", MRDLBackplateMaterial);\r\n"]}
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@@ -314,7 +314,7 @@ export declare class MRDLSliderBarMaterial extends PushMaterial {
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* @hidden
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*/
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globalRightIndexMiddlePosition: Vector4;
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constructor(name: string, scene
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constructor(name: string, scene?: Scene);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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@@ -333,7 +333,7 @@ var MRDLSliderBarMaterial = /** @class */ (function (_super) {
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_this.globalRightIndexMiddlePosition = new Vector4(0.0, 0.0, 0.0, 1.0);
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_this.alphaMode = Constants.ALPHA_DISABLE;
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_this.backFaceCulling = false;
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_this._blueGradientTexture = new Texture(MRDLSliderBarMaterial.BLUE_GRADIENT_TEXTURE_URL,
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_this._blueGradientTexture = new Texture(MRDLSliderBarMaterial.BLUE_GRADIENT_TEXTURE_URL, _this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);
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return _this;
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}
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MRDLSliderBarMaterial.prototype.needAlphaBlending = function () {
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@@ -576,7 +576,7 @@ var MRDLSliderBarMaterial = /** @class */ (function (_super) {
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return SerializationHelper.Clone(function () { return new MRDLSliderBarMaterial(name, _this.getScene()); }, this);
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};
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MRDLSliderBarMaterial.prototype.serialize = function () {
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var serializationObject =
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var serializationObject = _super.prototype.serialize.call(this);
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serializationObject.customType = "BABYLON.MRDLSliderBarMaterial";
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return serializationObject;
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};
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@@ -1 +1 @@
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1
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-
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper, serialize } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlSliderBar.fragment\";\r\nimport \"./shaders/mrdlSliderBar.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLSliderBarMaterialDefines extends MaterialDefines {\r\n /*\r\n \"SKY_ENABLED\", \"BLOB_ENABLE_2\", \"IRIDESCENCE_ENABLED\"\r\n */\r\n public SKY_ENABLED = true;\r\n public BLOB_ENABLE_2 = true;\r\n public IRIDESCENCE_ENABLED = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render Slider Bar material with MRDL\r\n */\r\nexport class MRDLSliderBarMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static BLUE_GRADIENT_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-blue-gradient.png\";\r\n private _blueGradientTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner Radius on the slider bar.\r\n */\r\n @serialize()\r\n public radius = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFront = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFrontStretch = 0.077;\r\n\r\n /**\r\n * Gets or sets the Bevel Back on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBack = 0;\r\n\r\n /**\r\n * Gets or sets the Bevel Back Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBackStretch = 0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /**\r\n * Gets or sets whether Bulge is enabled.\r\n * Default is false.\r\n */\r\n @serialize()\r\n public bulgeEnabled = false;\r\n\r\n /**\r\n * Gets or sets the Bulge Height.\r\n */\r\n @serialize()\r\n public bulgeHeight = -0.323;\r\n\r\n /**\r\n * Gets or sets the Bulge Radius.\r\n */\r\n @serialize()\r\n public bulgeRadius = 0.73;\r\n\r\n /**\r\n * Gets or sets the Sun Intensity.\r\n */\r\n @serialize()\r\n public sunIntensity = 1.102;\r\n\r\n /**\r\n * Gets or sets the Sun Theta.\r\n */\r\n @serialize()\r\n public sunTheta = 0.76;\r\n\r\n /**\r\n * Gets or sets the Sun Phi.\r\n */\r\n @serialize()\r\n public sunPhi = 0.526;\r\n\r\n /**\r\n * Gets or sets the Indirect Diffuse.\r\n */\r\n @serialize()\r\n public indirectDiffuse = 0.658;\r\n\r\n /**\r\n * Gets or sets the base albedo.\r\n */\r\n @serialize()\r\n public albedo = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the Specular value.\r\n */\r\n @serialize()\r\n public specular = 0;\r\n\r\n /**\r\n * Gets or sets the Shininess value.\r\n */\r\n @serialize()\r\n public shininess = 10;\r\n\r\n /**\r\n * Gets or sets the Sharpness value.\r\n */\r\n @serialize()\r\n public sharpness = 0;\r\n\r\n /**\r\n * Gets or sets the Subsurface value.\r\n */\r\n @serialize()\r\n public subsurface = 0;\r\n\r\n /**\r\n * Gets or sets the left gradient color.\r\n */\r\n @serialize()\r\n public leftGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the right gradient color.\r\n */\r\n @serialize()\r\n public rightGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the reflection value.\r\n */\r\n @serialize()\r\n public reflection = 0.749;\r\n\r\n /**\r\n * Gets or sets the front reflect value.\r\n */\r\n @serialize()\r\n public frontReflect = 0;\r\n\r\n /**\r\n * Gets or sets the edge reflect value.\r\n */\r\n @serialize()\r\n public edgeReflect = 0.09;\r\n\r\n /**\r\n * Gets or sets the power value.\r\n */\r\n @serialize()\r\n public power = 8.13;\r\n\r\n /**\r\n * Gets or sets the sky color.\r\n */\r\n @serialize()\r\n public skyColor = new Color4(0.0117647, 0.964706, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon color.\r\n */\r\n @serialize()\r\n public horizonColor = new Color4(0.0117647, 0.333333, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the ground color.\r\n */\r\n @serialize()\r\n public groundColor = new Color4(0, 0.254902, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon power value.\r\n */\r\n @serialize()\r\n public horizonPower = 1;\r\n\r\n /**\r\n * Gets or sets the finger occlusion width value.\r\n */\r\n @serialize()\r\n public width = 0.02;\r\n\r\n /**\r\n * Gets or sets the finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public fuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the minimum finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public minFuzz = 0.001;\r\n\r\n /**\r\n * Gets or sets the finger occlusion clip fade value.\r\n */\r\n @serialize()\r\n public clipFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the hue shift value.\r\n */\r\n @serialize()\r\n public hueShift = 0;\r\n\r\n /**\r\n * Gets or sets the saturation shift value.\r\n */\r\n @serialize()\r\n public saturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the value shift.\r\n */\r\n @serialize()\r\n public valueShift = 0;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition = new Vector3(0, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the intensity of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the near size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.01;\r\n /**\r\n * Gets or sets the far size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.03;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the mesh, which controls the size of the hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the mesh, which controls the size of the hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.576;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 1;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition2 = new Vector3(0.2, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the size of the hover glow effect when the right pointer is considered \"near\" to the mesh (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.01;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 1.\r\n */\r\n @serialize()\r\n public blobFade2 = 1;\r\n\r\n /**\r\n * Gets or sets the texture of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobTexture = new Texture(\"\", this.getScene());\r\n\r\n /**\r\n * Gets or sets the finger position for left index.\r\n */\r\n @serialize()\r\n public leftIndexPosition = new Vector3(0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the finger position for right index.\r\n */\r\n @serialize()\r\n public rightIndexPosition = new Vector3(-1, -1, -1);\r\n\r\n /**\r\n * Gets or sets the finger position for left index middle position.\r\n */\r\n @serialize()\r\n public leftIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the finger position for right index middle position.\r\n */\r\n @serialize()\r\n public rightIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the Decal Scle for XY.\r\n */\r\n @serialize()\r\n public decalScaleXY = new Vector2(1.5, 1.5);\r\n\r\n /**\r\n * Gets or sets decalFrontOnly\r\n * Default is true\r\n */\r\n @serialize()\r\n public decalFrontOnly = true;\r\n\r\n /**\r\n * Gets or sets the Rim Light intensity.\r\n */\r\n @serialize()\r\n public rimIntensity = 0.287;\r\n\r\n /**\r\n * Gets or sets the Rim Light hue shift value.\r\n */\r\n @serialize()\r\n public rimHueShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light saturation shift value.\r\n */\r\n @serialize()\r\n public rimSaturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light value shift.\r\n */\r\n @serialize()\r\n public rimValueShift = -1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public useGlobalLeftIndex = 1.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public useGlobalRightIndex = 1.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globaRightIndexTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftThumbTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightThumbTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexMiddlePosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightIndexMiddlePosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n this._blueGradientTexture = new Texture(MRDLSliderBarMaterial.BLUE_GRADIENT_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLSliderBarMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlSliderBar\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\"\r\n , \"_Radius_\", \"_Bevel_Front_\", \"_Bevel_Front_Stretch_\", \"_Bevel_Back_\", \"_Bevel_Back_Stretch_\"\r\n , \"_Radius_Top_Left_\", \"_Radius_Top_Right_\", \"_Radius_Bottom_Left_\", \"_Radius_Bottom_Right_\"\r\n , \"_Bulge_Enabled_\", \"_Bulge_Height_\", \"_Bulge_Radius_\", \"_Sun_Intensity_\", \"_Sun_Theta_\", \"_Sun_Phi_\"\r\n , \"_Indirect_Diffuse_\", \"_Albedo_\", \"_Specular_\", \"_Shininess_\", \"_Sharpness_\", \"_Subsurface_\"\r\n , \"_Left_Color_\", \"_Right_Color_\", \"_Reflection_\", \"_Front_Reflect_\", \"_Edge_Reflect_\", \"_Power_\"\r\n , \"_Sky_Color_\", \"_Horizon_Color_\", \"_Ground_Color_\", \"_Horizon_Power_\", \"_Reflection_Map_\"\r\n , \"_Indirect_Environment_\", \"_Width_\", \"_Fuzz_\", \"_Min_Fuzz_\", \"_Clip_Fade_\", \"_Hue_Shift_\", \"_Saturation_Shift_\"\r\n , \"_Value_Shift_\", \"_Blob_Position_\", \"_Blob_Intensity_\", \"_Blob_Near_Size_\", \"_Blob_Far_Size_\"\r\n , \"_Blob_Near_Distance_\", \"_Blob_Far_Distance_\", \"_Blob_Fade_Length_\", \"_Blob_Pulse_\", \"_Blob_Fade_\"\r\n , \"_Blob_Texture_\", \"_Blob_Position_2_\", \"_Blob_Near_Size_2_\", \"_Blob_Pulse_2_\", \"_Blob_Fade_2_\"\r\n , \"_Left_Index_Pos_\", \"_Right_Index_Pos_\", \"_Left_Index_Middle_Pos_\", \"_Right_Index_Middle_Pos_\"\r\n , \"_Decal_\", \"_Decal_Scale_XY_\", \"_Decal_Front_Only_\", \"_Rim_Intensity_\", \"_Rim_Texture_\", \"_Rim_Hue_Shift_\"\r\n , \"_Rim_Saturation_Shift_\", \"_Rim_Value_Shift_\", \"_Iridescence_Intensity_\", \"_Iridescence_Texture_\"\r\n , \"Use_Global_Left_Index\", \"Use_Global_Right_Index\", \"Global_Left_Index_Tip_Position\", \"Global_Right_Index_Tip_Position\"\r\n , \"Global_Left_Thumb_Tip_Position\", \"Global_Right_Thumb_Tip_Position\", \"Global_Left_Index_Middle_Position;\", \"Global_Right_Index_Middle_Position\", \"Global_Left_Index_Tip_Proximity\", \"Global_Right_Index_Tip_Proximity\"\r\n ];\r\n const samplers: string[] = [\"_Rim_Texture_\", \"_Iridescence_Texture_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Bevel_Front_\", this.bevelFront);\r\n this._activeEffect.setFloat(\"_Bevel_Front_Stretch_\", this.bevelFrontStretch);\r\n this._activeEffect.setFloat(\"_Bevel_Back_\", this.bevelBack);\r\n this._activeEffect.setFloat(\"_Bevel_Back_Stretch_\", this.bevelBackStretch);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Bulge\"\r\n this._activeEffect.setFloat(\"_Bulge_Enabled_\", this.bulgeEnabled ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Bulge_Height_\", this.bulgeHeight);\r\n this._activeEffect.setFloat(\"_Bulge_Radius_\", this.bulgeRadius);\r\n\r\n // \"Sun\"\r\n this._activeEffect.setFloat(\"_Sun_Intensity_\", this.sunIntensity);\r\n this._activeEffect.setFloat(\"_Sun_Theta_\", this.sunTheta);\r\n this._activeEffect.setFloat(\"_Sun_Phi_\", this.sunPhi);\r\n this._activeEffect.setFloat(\"_Indirect_Diffuse_\", this.indirectDiffuse);\r\n\r\n // \"Diffuse And Specular\"\r\n this._activeEffect.setDirectColor4(\"_Albedo_\", this.albedo);\r\n this._activeEffect.setFloat(\"_Specular_\", this.specular);\r\n this._activeEffect.setFloat(\"_Shininess_\", this.shininess);\r\n this._activeEffect.setFloat(\"_Sharpness_\", this.sharpness);\r\n this._activeEffect.setFloat(\"_Subsurface_\", this.subsurface);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Left_Color_\", this.leftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Right_Color_\", this.rightGradientColor);\r\n\r\n // \"Reflection\"\r\n this._activeEffect.setFloat(\"_Reflection_\", this.reflection);\r\n this._activeEffect.setFloat(\"_Front_Reflect_\", this.frontReflect);\r\n this._activeEffect.setFloat(\"_Edge_Reflect_\", this.edgeReflect);\r\n this._activeEffect.setFloat(\"_Power_\", this.power);\r\n\r\n // \"Sky Environment\"\r\n //define SKY_ENABLED true;\r\n this._activeEffect.setDirectColor4(\"_Sky_Color_\", this.skyColor);\r\n this._activeEffect.setDirectColor4(\"_Horizon_Color_\", this.horizonColor);\r\n this._activeEffect.setDirectColor4(\"_Ground_Color_\", this.groundColor);\r\n this._activeEffect.setFloat(\"_Horizon_Power_\", this.horizonPower);\r\n\r\n // \"Mapped Environment\"\r\n //define ENV_ENABLE false;\r\n this._activeEffect.setTexture(\"_Reflection_Map_\", new Texture(\"\", this.getScene()));\r\n this._activeEffect.setTexture(\"_Indirect_Environment_\", new Texture(\"\", this.getScene()));\r\n\r\n // \"FingerOcclusion\"\r\n //define OCCLUSION_ENABLED false;\r\n this._activeEffect.setFloat(\"_Width_\", this.width);\r\n this._activeEffect.setFloat(\"_Fuzz_\", this.fuzz);\r\n this._activeEffect.setFloat(\"_Min_Fuzz_\", this.minFuzz);\r\n this._activeEffect.setFloat(\"_Clip_Fade_\", this.clipFade);\r\n\r\n // \"View Based Color Shift\"\r\n this._activeEffect.setFloat(\"_Hue_Shift_\", this.hueShift);\r\n this._activeEffect.setFloat(\"_Saturation_Shift_\", this.saturationShift);\r\n this._activeEffect.setFloat(\"_Value_Shift_\", this.valueShift);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE false;\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this.blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Finger Positions\"\r\n this._activeEffect.setVector3(\"_Left_Index_Pos_\", this.leftIndexPosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Pos_\", this.rightIndexPosition);\r\n this._activeEffect.setVector3(\"_Left_Index_Middle_Pos_\", this.leftIndexMiddlePosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Middle_Pos_\", this.rightIndexMiddlePosition);\r\n\r\n // \"Decal Texture\"\r\n //define DECAL_ENABLE false;\r\n this._activeEffect.setTexture(\"_Decal_\", new Texture(\"\", this.getScene()));\r\n this._activeEffect.setVector2(\"_Decal_Scale_XY_\", this.decalScaleXY);\r\n this._activeEffect.setFloat(\"_Decal_Front_Only_\", this.decalFrontOnly ? 1.0 : 0.0);\r\n\r\n // \"Rim Light\"\r\n this._activeEffect.setFloat(\"_Rim_Intensity_\", this.rimIntensity);\r\n this._activeEffect.setTexture(\"_Rim_Texture_\", this._blueGradientTexture);\r\n this._activeEffect.setFloat(\"_Rim_Hue_Shift_\", this.rimHueShift);\r\n this._activeEffect.setFloat(\"_Rim_Saturation_Shift_\", this.rimSaturationShift);\r\n this._activeEffect.setFloat(\"_Rim_Value_Shift_\", this.rimValueShift);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLED true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setTexture(\"_Iridescence_Texture_\", this._blueGradientTexture);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", this.useGlobalLeftIndex);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", this.useGlobalRightIndex);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this.globalLeftIndexTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this.globaRightIndexTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Thumb_Tip_Position\", this.globalLeftThumbTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Thumb_Tip_Position\", this.globalRightThumbTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Middle_Position\", this.globalLeftIndexMiddlePosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Middle_Position\", this.globalRightIndexMiddlePosition);\r\n\r\n this._activeEffect.setFloat(\"Global_Left_Index_Tip_Proximity\", this.globalLeftIndexTipProximity);\r\n this._activeEffect.setFloat(\"Global_Right_Index_Tip_Proximity\", this.globalRightIndexTipProximity);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Clone(() => new MRDLSliderBarMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLSliderBarMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLSliderBarMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Parse(() => new MRDLSliderBarMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLSliderBarMaterial\", MRDLSliderBarMaterial);\r\n"]}
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1
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+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper, serialize } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlSliderBar.fragment\";\r\nimport \"./shaders/mrdlSliderBar.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLSliderBarMaterialDefines extends MaterialDefines {\r\n /*\r\n \"SKY_ENABLED\", \"BLOB_ENABLE_2\", \"IRIDESCENCE_ENABLED\"\r\n */\r\n public SKY_ENABLED = true;\r\n public BLOB_ENABLE_2 = true;\r\n public IRIDESCENCE_ENABLED = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render Slider Bar material with MRDL\r\n */\r\nexport class MRDLSliderBarMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static BLUE_GRADIENT_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-blue-gradient.png\";\r\n private _blueGradientTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner Radius on the slider bar.\r\n */\r\n @serialize()\r\n public radius = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFront = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFrontStretch = 0.077;\r\n\r\n /**\r\n * Gets or sets the Bevel Back on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBack = 0;\r\n\r\n /**\r\n * Gets or sets the Bevel Back Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBackStretch = 0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /**\r\n * Gets or sets whether Bulge is enabled.\r\n * Default is false.\r\n */\r\n @serialize()\r\n public bulgeEnabled = false;\r\n\r\n /**\r\n * Gets or sets the Bulge Height.\r\n */\r\n @serialize()\r\n public bulgeHeight = -0.323;\r\n\r\n /**\r\n * Gets or sets the Bulge Radius.\r\n */\r\n @serialize()\r\n public bulgeRadius = 0.73;\r\n\r\n /**\r\n * Gets or sets the Sun Intensity.\r\n */\r\n @serialize()\r\n public sunIntensity = 1.102;\r\n\r\n /**\r\n * Gets or sets the Sun Theta.\r\n */\r\n @serialize()\r\n public sunTheta = 0.76;\r\n\r\n /**\r\n * Gets or sets the Sun Phi.\r\n */\r\n @serialize()\r\n public sunPhi = 0.526;\r\n\r\n /**\r\n * Gets or sets the Indirect Diffuse.\r\n */\r\n @serialize()\r\n public indirectDiffuse = 0.658;\r\n\r\n /**\r\n * Gets or sets the base albedo.\r\n */\r\n @serialize()\r\n public albedo = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the Specular value.\r\n */\r\n @serialize()\r\n public specular = 0;\r\n\r\n /**\r\n * Gets or sets the Shininess value.\r\n */\r\n @serialize()\r\n public shininess = 10;\r\n\r\n /**\r\n * Gets or sets the Sharpness value.\r\n */\r\n @serialize()\r\n public sharpness = 0;\r\n\r\n /**\r\n * Gets or sets the Subsurface value.\r\n */\r\n @serialize()\r\n public subsurface = 0;\r\n\r\n /**\r\n * Gets or sets the left gradient color.\r\n */\r\n @serialize()\r\n public leftGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the right gradient color.\r\n */\r\n @serialize()\r\n public rightGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the reflection value.\r\n */\r\n @serialize()\r\n public reflection = 0.749;\r\n\r\n /**\r\n * Gets or sets the front reflect value.\r\n */\r\n @serialize()\r\n public frontReflect = 0;\r\n\r\n /**\r\n * Gets or sets the edge reflect value.\r\n */\r\n @serialize()\r\n public edgeReflect = 0.09;\r\n\r\n /**\r\n * Gets or sets the power value.\r\n */\r\n @serialize()\r\n public power = 8.13;\r\n\r\n /**\r\n * Gets or sets the sky color.\r\n */\r\n @serialize()\r\n public skyColor = new Color4(0.0117647, 0.964706, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon color.\r\n */\r\n @serialize()\r\n public horizonColor = new Color4(0.0117647, 0.333333, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the ground color.\r\n */\r\n @serialize()\r\n public groundColor = new Color4(0, 0.254902, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon power value.\r\n */\r\n @serialize()\r\n public horizonPower = 1;\r\n\r\n /**\r\n * Gets or sets the finger occlusion width value.\r\n */\r\n @serialize()\r\n public width = 0.02;\r\n\r\n /**\r\n * Gets or sets the finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public fuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the minimum finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public minFuzz = 0.001;\r\n\r\n /**\r\n * Gets or sets the finger occlusion clip fade value.\r\n */\r\n @serialize()\r\n public clipFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the hue shift value.\r\n */\r\n @serialize()\r\n public hueShift = 0;\r\n\r\n /**\r\n * Gets or sets the saturation shift value.\r\n */\r\n @serialize()\r\n public saturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the value shift.\r\n */\r\n @serialize()\r\n public valueShift = 0;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition = new Vector3(0, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the intensity of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the near size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.01;\r\n /**\r\n * Gets or sets the far size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.03;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the mesh, which controls the size of the hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the mesh, which controls the size of the hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.576;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 1;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition2 = new Vector3(0.2, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the size of the hover glow effect when the right pointer is considered \"near\" to the mesh (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.01;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 1.\r\n */\r\n @serialize()\r\n public blobFade2 = 1;\r\n\r\n /**\r\n * Gets or sets the texture of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobTexture = new Texture(\"\", this.getScene());\r\n\r\n /**\r\n * Gets or sets the finger position for left index.\r\n */\r\n @serialize()\r\n public leftIndexPosition = new Vector3(0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the finger position for right index.\r\n */\r\n @serialize()\r\n public rightIndexPosition = new Vector3(-1, -1, -1);\r\n\r\n /**\r\n * Gets or sets the finger position for left index middle position.\r\n */\r\n @serialize()\r\n public leftIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the finger position for right index middle position.\r\n */\r\n @serialize()\r\n public rightIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the Decal Scle for XY.\r\n */\r\n @serialize()\r\n public decalScaleXY = new Vector2(1.5, 1.5);\r\n\r\n /**\r\n * Gets or sets decalFrontOnly\r\n * Default is true\r\n */\r\n @serialize()\r\n public decalFrontOnly = true;\r\n\r\n /**\r\n * Gets or sets the Rim Light intensity.\r\n */\r\n @serialize()\r\n public rimIntensity = 0.287;\r\n\r\n /**\r\n * Gets or sets the Rim Light hue shift value.\r\n */\r\n @serialize()\r\n public rimHueShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light saturation shift value.\r\n */\r\n @serialize()\r\n public rimSaturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light value shift.\r\n */\r\n @serialize()\r\n public rimValueShift = -1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public useGlobalLeftIndex = 1.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public useGlobalRightIndex = 1.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globaRightIndexTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftThumbTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightThumbTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexMiddlePosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightIndexMiddlePosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n this._blueGradientTexture = new Texture(MRDLSliderBarMaterial.BLUE_GRADIENT_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLSliderBarMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlSliderBar\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\"\r\n , \"_Radius_\", \"_Bevel_Front_\", \"_Bevel_Front_Stretch_\", \"_Bevel_Back_\", \"_Bevel_Back_Stretch_\"\r\n , \"_Radius_Top_Left_\", \"_Radius_Top_Right_\", \"_Radius_Bottom_Left_\", \"_Radius_Bottom_Right_\"\r\n , \"_Bulge_Enabled_\", \"_Bulge_Height_\", \"_Bulge_Radius_\", \"_Sun_Intensity_\", \"_Sun_Theta_\", \"_Sun_Phi_\"\r\n , \"_Indirect_Diffuse_\", \"_Albedo_\", \"_Specular_\", \"_Shininess_\", \"_Sharpness_\", \"_Subsurface_\"\r\n , \"_Left_Color_\", \"_Right_Color_\", \"_Reflection_\", \"_Front_Reflect_\", \"_Edge_Reflect_\", \"_Power_\"\r\n , \"_Sky_Color_\", \"_Horizon_Color_\", \"_Ground_Color_\", \"_Horizon_Power_\", \"_Reflection_Map_\"\r\n , \"_Indirect_Environment_\", \"_Width_\", \"_Fuzz_\", \"_Min_Fuzz_\", \"_Clip_Fade_\", \"_Hue_Shift_\", \"_Saturation_Shift_\"\r\n , \"_Value_Shift_\", \"_Blob_Position_\", \"_Blob_Intensity_\", \"_Blob_Near_Size_\", \"_Blob_Far_Size_\"\r\n , \"_Blob_Near_Distance_\", \"_Blob_Far_Distance_\", \"_Blob_Fade_Length_\", \"_Blob_Pulse_\", \"_Blob_Fade_\"\r\n , \"_Blob_Texture_\", \"_Blob_Position_2_\", \"_Blob_Near_Size_2_\", \"_Blob_Pulse_2_\", \"_Blob_Fade_2_\"\r\n , \"_Left_Index_Pos_\", \"_Right_Index_Pos_\", \"_Left_Index_Middle_Pos_\", \"_Right_Index_Middle_Pos_\"\r\n , \"_Decal_\", \"_Decal_Scale_XY_\", \"_Decal_Front_Only_\", \"_Rim_Intensity_\", \"_Rim_Texture_\", \"_Rim_Hue_Shift_\"\r\n , \"_Rim_Saturation_Shift_\", \"_Rim_Value_Shift_\", \"_Iridescence_Intensity_\", \"_Iridescence_Texture_\"\r\n , \"Use_Global_Left_Index\", \"Use_Global_Right_Index\", \"Global_Left_Index_Tip_Position\", \"Global_Right_Index_Tip_Position\"\r\n , \"Global_Left_Thumb_Tip_Position\", \"Global_Right_Thumb_Tip_Position\", \"Global_Left_Index_Middle_Position;\", \"Global_Right_Index_Middle_Position\", \"Global_Left_Index_Tip_Proximity\", \"Global_Right_Index_Tip_Proximity\"\r\n ];\r\n const samplers: string[] = [\"_Rim_Texture_\", \"_Iridescence_Texture_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Bevel_Front_\", this.bevelFront);\r\n this._activeEffect.setFloat(\"_Bevel_Front_Stretch_\", this.bevelFrontStretch);\r\n this._activeEffect.setFloat(\"_Bevel_Back_\", this.bevelBack);\r\n this._activeEffect.setFloat(\"_Bevel_Back_Stretch_\", this.bevelBackStretch);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Bulge\"\r\n this._activeEffect.setFloat(\"_Bulge_Enabled_\", this.bulgeEnabled ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Bulge_Height_\", this.bulgeHeight);\r\n this._activeEffect.setFloat(\"_Bulge_Radius_\", this.bulgeRadius);\r\n\r\n // \"Sun\"\r\n this._activeEffect.setFloat(\"_Sun_Intensity_\", this.sunIntensity);\r\n this._activeEffect.setFloat(\"_Sun_Theta_\", this.sunTheta);\r\n this._activeEffect.setFloat(\"_Sun_Phi_\", this.sunPhi);\r\n this._activeEffect.setFloat(\"_Indirect_Diffuse_\", this.indirectDiffuse);\r\n\r\n // \"Diffuse And Specular\"\r\n this._activeEffect.setDirectColor4(\"_Albedo_\", this.albedo);\r\n this._activeEffect.setFloat(\"_Specular_\", this.specular);\r\n this._activeEffect.setFloat(\"_Shininess_\", this.shininess);\r\n this._activeEffect.setFloat(\"_Sharpness_\", this.sharpness);\r\n this._activeEffect.setFloat(\"_Subsurface_\", this.subsurface);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Left_Color_\", this.leftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Right_Color_\", this.rightGradientColor);\r\n\r\n // \"Reflection\"\r\n this._activeEffect.setFloat(\"_Reflection_\", this.reflection);\r\n this._activeEffect.setFloat(\"_Front_Reflect_\", this.frontReflect);\r\n this._activeEffect.setFloat(\"_Edge_Reflect_\", this.edgeReflect);\r\n this._activeEffect.setFloat(\"_Power_\", this.power);\r\n\r\n // \"Sky Environment\"\r\n //define SKY_ENABLED true;\r\n this._activeEffect.setDirectColor4(\"_Sky_Color_\", this.skyColor);\r\n this._activeEffect.setDirectColor4(\"_Horizon_Color_\", this.horizonColor);\r\n this._activeEffect.setDirectColor4(\"_Ground_Color_\", this.groundColor);\r\n this._activeEffect.setFloat(\"_Horizon_Power_\", this.horizonPower);\r\n\r\n // \"Mapped Environment\"\r\n //define ENV_ENABLE false;\r\n this._activeEffect.setTexture(\"_Reflection_Map_\", new Texture(\"\", this.getScene()));\r\n this._activeEffect.setTexture(\"_Indirect_Environment_\", new Texture(\"\", this.getScene()));\r\n\r\n // \"FingerOcclusion\"\r\n //define OCCLUSION_ENABLED false;\r\n this._activeEffect.setFloat(\"_Width_\", this.width);\r\n this._activeEffect.setFloat(\"_Fuzz_\", this.fuzz);\r\n this._activeEffect.setFloat(\"_Min_Fuzz_\", this.minFuzz);\r\n this._activeEffect.setFloat(\"_Clip_Fade_\", this.clipFade);\r\n\r\n // \"View Based Color Shift\"\r\n this._activeEffect.setFloat(\"_Hue_Shift_\", this.hueShift);\r\n this._activeEffect.setFloat(\"_Saturation_Shift_\", this.saturationShift);\r\n this._activeEffect.setFloat(\"_Value_Shift_\", this.valueShift);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE false;\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this.blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Finger Positions\"\r\n this._activeEffect.setVector3(\"_Left_Index_Pos_\", this.leftIndexPosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Pos_\", this.rightIndexPosition);\r\n this._activeEffect.setVector3(\"_Left_Index_Middle_Pos_\", this.leftIndexMiddlePosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Middle_Pos_\", this.rightIndexMiddlePosition);\r\n\r\n // \"Decal Texture\"\r\n //define DECAL_ENABLE false;\r\n this._activeEffect.setTexture(\"_Decal_\", new Texture(\"\", this.getScene()));\r\n this._activeEffect.setVector2(\"_Decal_Scale_XY_\", this.decalScaleXY);\r\n this._activeEffect.setFloat(\"_Decal_Front_Only_\", this.decalFrontOnly ? 1.0 : 0.0);\r\n\r\n // \"Rim Light\"\r\n this._activeEffect.setFloat(\"_Rim_Intensity_\", this.rimIntensity);\r\n this._activeEffect.setTexture(\"_Rim_Texture_\", this._blueGradientTexture);\r\n this._activeEffect.setFloat(\"_Rim_Hue_Shift_\", this.rimHueShift);\r\n this._activeEffect.setFloat(\"_Rim_Saturation_Shift_\", this.rimSaturationShift);\r\n this._activeEffect.setFloat(\"_Rim_Value_Shift_\", this.rimValueShift);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLED true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setTexture(\"_Iridescence_Texture_\", this._blueGradientTexture);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", this.useGlobalLeftIndex);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", this.useGlobalRightIndex);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this.globalLeftIndexTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this.globaRightIndexTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Thumb_Tip_Position\", this.globalLeftThumbTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Thumb_Tip_Position\", this.globalRightThumbTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Middle_Position\", this.globalLeftIndexMiddlePosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Middle_Position\", this.globalRightIndexMiddlePosition);\r\n\r\n this._activeEffect.setFloat(\"Global_Left_Index_Tip_Proximity\", this.globalLeftIndexTipProximity);\r\n this._activeEffect.setFloat(\"Global_Right_Index_Tip_Proximity\", this.globalRightIndexTipProximity);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Clone(() => new MRDLSliderBarMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MRDLSliderBarMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLSliderBarMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Parse(() => new MRDLSliderBarMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLSliderBarMaterial\", MRDLSliderBarMaterial);\r\n"]}
|