@babylonjs/gui 5.0.0-rc.4 → 5.0.0-rc.5
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/adtInstrumentation.d.ts +2 -2
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +43 -20
- package/2D/advancedDynamicTexture.js +45 -22
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +50 -12
- package/2D/controls/button.js +48 -10
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +17 -9
- package/2D/controls/checkbox.js +17 -7
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +21 -8
- package/2D/controls/colorpicker.js +540 -523
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +63 -18
- package/2D/controls/container.js +63 -18
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +171 -48
- package/2D/controls/control.js +165 -41
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +2 -4
- package/2D/controls/displayGrid.js +3 -3
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +1 -1
- package/2D/controls/ellipse.js +2 -2
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +13 -6
- package/2D/controls/focusableButton.js +10 -3
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +11 -11
- package/2D/controls/focusableControl.js.map +1 -1
- package/2D/controls/grid.d.ts +7 -3
- package/2D/controls/grid.js +9 -5
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +15 -8
- package/2D/controls/image.js +29 -21
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.js.map +1 -1
- package/2D/controls/inputPassword.d.ts +1 -1
- package/2D/controls/inputPassword.js +2 -2
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +34 -15
- package/2D/controls/inputText.js +47 -24
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +4 -4
- package/2D/controls/line.js +5 -5
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +9 -11
- package/2D/controls/multiLine.js +8 -8
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +4 -4
- package/2D/controls/radioButton.js +2 -2
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +1 -1
- package/2D/controls/rectangle.js +2 -2
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +14 -7
- package/2D/controls/scrollViewers/scrollViewer.js +14 -13
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +20 -8
- package/2D/controls/scrollViewers/scrollViewerWindow.js +25 -10
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.d.ts +79 -25
- package/2D/controls/selector.js +93 -30
- package/2D/controls/selector.js.map +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +9 -5
- package/2D/controls/sliders/baseSlider.js +11 -7
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +10 -8
- package/2D/controls/sliders/imageBasedSlider.js +10 -6
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +8 -4
- package/2D/controls/sliders/imageScrollBar.js +10 -3
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +8 -4
- package/2D/controls/sliders/scrollBar.js +10 -3
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +2 -4
- package/2D/controls/sliders/slider.js +6 -6
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +11 -3
- package/2D/controls/stackPanel.js +16 -6
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.js +2 -0
- package/2D/controls/statics.js.map +1 -1
- package/2D/controls/textBlock.d.ts +9 -6
- package/2D/controls/textBlock.js +11 -6
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +43 -9
- package/2D/controls/toggleButton.js +40 -6
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +2 -2
- package/2D/controls/virtualKeyboard.js +6 -6
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.js.map +1 -1
- package/2D/math2D.d.ts +2 -2
- package/2D/math2D.js +2 -2
- package/2D/math2D.js.map +1 -1
- package/2D/measure.d.ts +4 -4
- package/2D/measure.js +6 -16
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.d.ts +3 -3
- package/2D/multiLinePoint.js +3 -3
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +2 -2
- package/2D/style.js.map +1 -1
- package/2D/valueAndUnit.d.ts +1 -1
- package/2D/valueAndUnit.js +8 -4
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +10 -10
- package/2D/xmlLoader.js +17 -17
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +7 -7
- package/3D/behaviors/defaultBehavior.js.map +1 -1
- package/3D/controls/abstractButton3D.d.ts +2 -2
- package/3D/controls/abstractButton3D.js +1 -1
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +4 -4
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.d.ts +3 -3
- package/3D/controls/container3D.js +1 -2
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/contentDisplay3D.js +1 -0
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +53 -17
- package/3D/controls/control3D.js +48 -11
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.d.ts +2 -2
- package/3D/controls/cylinderPanel.js +2 -2
- package/3D/controls/cylinderPanel.js.map +1 -1
- package/3D/controls/handMenu.d.ts +5 -5
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.d.ts +4 -3
- package/3D/controls/holographicBackplate.js +4 -4
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.d.ts +6 -5
- package/3D/controls/holographicButton.js +1 -0
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +10 -7
- package/3D/controls/holographicSlate.js +17 -14
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/meshButton3D.d.ts +4 -4
- package/3D/controls/meshButton3D.js +3 -2
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +5 -5
- package/3D/controls/nearMenu.js +6 -4
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/planePanel.d.ts +1 -1
- package/3D/controls/planePanel.js.map +1 -1
- package/3D/controls/scatterPanel.d.ts +2 -2
- package/3D/controls/scatterPanel.js +1 -1
- package/3D/controls/scatterPanel.js.map +1 -1
- package/3D/controls/slider3D.d.ts +5 -5
- package/3D/controls/slider3D.js +8 -9
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/spherePanel.d.ts +2 -2
- package/3D/controls/spherePanel.js +2 -2
- package/3D/controls/spherePanel.js.map +1 -1
- package/3D/controls/stackPanel3D.js +3 -3
- package/3D/controls/stackPanel3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +12 -7
- package/3D/controls/touchButton3D.js +11 -5
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +7 -6
- package/3D/controls/touchHolographicButton.js +7 -7
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +6 -6
- package/3D/controls/touchHolographicMenu.js +1 -0
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +4 -5
- package/3D/controls/touchMeshButton3D.js +3 -3
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/controls/volumeBasedPanel.d.ts +10 -9
- package/3D/controls/volumeBasedPanel.js +13 -13
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +5 -5
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/index.js.map +1 -1
- package/3D/gizmos/slateGizmo.d.ts +4 -4
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.d.ts +7 -7
- package/3D/gui3DManager.js +3 -3
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +12 -12
- package/3D/materials/fluent/fluentMaterial.js +17 -6
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/index.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js +4 -2
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js +4 -2
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +12 -12
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +48 -13
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/index.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +4 -2
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +4 -2
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +12 -12
- package/3D/materials/fluentButton/fluentButtonMaterial.js +8 -6
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/index.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +4 -2
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +4 -2
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
- package/3D/materials/fluentMaterial.d.ts +1 -1
- package/3D/materials/fluentMaterial.js +1 -1
- package/3D/materials/fluentMaterial.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +4 -4
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/index.js.map +1 -1
- package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js +3 -1
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
- package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js +4 -2
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +15 -15
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +42 -15
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +16 -16
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +88 -23
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +17 -17
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +89 -24
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
- package/3D/vector3WithInfo.d.ts +1 -1
- package/3D/vector3WithInfo.js.map +1 -1
- package/index.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +3 -3
- package/legacy/legacy.js.map +1 -1
- package/package.json +21 -328
- package/readme.md +2 -2
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{"version":3,"file":"handleMaterial.js","sourceRoot":"","sources":["
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{ ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Scene } from \"core/scene\";\r\nimport { Nullable } from \"core/types\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Color3, TmpColors } from \"core/Maths/math.color\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport \"./shaders/handle.vertex\";\r\nimport \"./shaders/handle.fragment\";\r\n\r\n/**\r\n * Class used to render gizmo handles with fluent design\r\n */\r\nexport class HandleMaterial extends ShaderMaterial {\r\n private _hover: boolean = false;\r\n private _drag: boolean = false;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n private _color: Color3 = new Color3();\r\n private _scale: number = 1;\r\n private _targetColor: Color3;\r\n private _targetScale: number;\r\n private _lastTick = -1;\r\n\r\n /**\r\n * Is the material indicating hovering state\r\n */\r\n public get hover(): boolean {\r\n return this._hover;\r\n }\r\n\r\n public set hover(b: boolean) {\r\n this._hover = b;\r\n\r\n this._updateInterpolationTarget();\r\n }\r\n\r\n /**\r\n * Is the material indicating drag state\r\n */\r\n public get drag(): boolean {\r\n return this._drag;\r\n }\r\n\r\n public set drag(b: boolean) {\r\n this._drag = b;\r\n\r\n this._updateInterpolationTarget();\r\n }\r\n\r\n /**\r\n * Length of animation\r\n */\r\n public animationLength: number = 100;\r\n\r\n /**\r\n * Color of the handle when hovered\r\n */\r\n public hoverColor: Color3 = new Color3(0, 0.467, 0.84);\r\n\r\n /**\r\n * Color of the handle when idle\r\n */\r\n public baseColor: Color3 = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Scale of the handle when hovered\r\n */\r\n public hoverScale: number = 0.75;\r\n\r\n /**\r\n * Scale of the handle when idle\r\n */\r\n public baseScale: number = 0.35;\r\n\r\n /**\r\n * Scale of the handle when dragged\r\n */\r\n public dragScale: number = 0.55;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Creates a handle material\r\n * @param name Name of the material\r\n * @param scene Scene\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene, \"handle\", {\r\n attributes: [\"position\"],\r\n uniforms: [\"worldViewProjection\", \"color\", \"scale\", \"positionOffset\"],\r\n needAlphaBlending: false,\r\n needAlphaTesting: false,\r\n });\r\n\r\n this._updateInterpolationTarget();\r\n\r\n // Register callback for scene after render\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this.getScene().onBeforeRenderObservable.add(() => {\r\n const tick = Date.now();\r\n const delta = tick - this._lastTick;\r\n\r\n const scaleDiff = this._targetScale - this._scale;\r\n const colorDiff = TmpColors.Color3[0].copyFrom(this._targetColor).subtractToRef(this._color, TmpColors.Color3[0]);\r\n\r\n this._scale = this._scale + (scaleDiff * delta) / this.animationLength;\r\n colorDiff.scaleToRef(delta / this.animationLength, colorDiff);\r\n this._color.addToRef(colorDiff, this._color);\r\n\r\n this.setColor3(\"color\", this._color);\r\n this.setFloat(\"scale\", this._scale);\r\n this.setVector3(\"positionOffset\", this._positionOffset);\r\n\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _updateInterpolationTarget() {\r\n if (this.drag) {\r\n this._targetColor = this.hoverColor;\r\n this._targetScale = this.dragScale;\r\n } else if (this.hover) {\r\n this._targetColor = this.hoverColor;\r\n this._targetScale = this.hoverScale;\r\n } else {\r\n this._targetColor = this.baseColor;\r\n this._targetScale = this.baseScale;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the handle material\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.getScene().onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/handle/index.ts"],"names":[],"mappings":"AAAA,cAAc,kBAAkB,CAAC","sourcesContent":["export * from \"./handleMaterial\";\r\n"]}
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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var name =
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var name = "handlePixelShader";
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var shader = "uniform vec3 color;\nvoid main(void) {\ngl_FragColor=vec4(color,1.0);\n}";
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var handlePixelShader = { name: name, shader: shader };
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{"version":3,"file":"handle.fragment.js","sourceRoot":"","sources":["
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{"version":3,"file":"handle.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/handle/shaders/handle.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,0EAGb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"handlePixelShader\";\nconst shader = `uniform vec3 color;\rvoid main(void) {\rgl_FragColor=vec4(color,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const handlePixelShader = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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var name =
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var shader = "precision highp float;\
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var name = "handleVertexShader";
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var shader = "precision highp float;\nattribute vec3 position;\nuniform vec3 positionOffset;\nuniform mat4 worldViewProjection;\nuniform float scale;\nvoid main(void) {\nvec4 vPos=vec4((vec3(position)+positionOffset)*scale,1.0);\ngl_Position=worldViewProjection*vPos;\n}";
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// Sideeffect
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export var handleVertexShader = { name: name, shader: shader };
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{"version":3,"file":"handle.vertex.js","sourceRoot":"","sources":["
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{"version":3,"file":"handle.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/handle/shaders/handle.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,IAAM,MAAM,GAAG,kQAQb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,kBAAkB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"handleVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\runiform vec3 positionOffset;\runiform mat4 worldViewProjection;\runiform float scale;\rvoid main(void) {\rvec4 vPos=vec4((vec3(position)+positionOffset)*scale,1.0);\rgl_Position=worldViewProjection*vPos;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const handleVertexShader = { name, shader };\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/materials/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC","sourcesContent":["export * from \"./fluent/index\";\r\nexport * from \"./fluentButton/index\";\r\nexport * from \"./fluentBackplate/index\";\r\nexport * from \"./handle/index\";\r\nexport * from \"./mrdl/index\";\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/index.ts"],"names":[],"mappings":"AAAA,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./mrdlSliderBarMaterial\";\r\nexport * from \"./mrdlSliderThumbMaterial\";\r\nexport * from \"./mrdlBackplateMaterial\";\r\n"]}
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import { Nullable } from "@babylonjs/core/types";
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import { Matrix, Vector4 } from "@babylonjs/core/Maths/math.vector";
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import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface";
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import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
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import { SubMesh } from "@babylonjs/core/Meshes/subMesh";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { Scene } from "@babylonjs/core/scene";
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import { Color4 } from "@babylonjs/core/Maths/math.color";
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import { Nullable } from "@babylonjs/core/types.js";
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import { Matrix, Vector4 } from "@babylonjs/core/Maths/math.vector.js";
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import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { Color4 } from "@babylonjs/core/Maths/math.color.js";
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import "./shaders/mrdlBackplate.fragment";
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import "./shaders/mrdlBackplate.vertex";
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/**
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@@ -20,8 +20,8 @@ export declare class MRDLBackplateMaterial extends PushMaterial {
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static IRIDESCENT_MAP_TEXTURE_URL: string;
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* Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.
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/**
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* Gets or sets the line width of the backplate.
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*/
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/**
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* Gets or sets the top left Radii Multiplier.
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@@ -132,7 +132,7 @@ export declare class MRDLBackplateMaterial extends PushMaterial {
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needAlphaBlending(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh
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isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean;
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bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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* Get the list of animatables in the material.
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function MRDLBackplateMaterial(name, scene) {
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/**
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* Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.
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*/
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_this.radius = 0.3;
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/**
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* Gets or sets the line width of the backplate.
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*/
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_this.radiusTopRight = 1.0;
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*/
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/**
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* Gets or sets the top left Radii Multiplier.
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@@ -159,7 +159,7 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
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return null;
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};
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// Methods
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MRDLBackplateMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh
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MRDLBackplateMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh) {
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if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
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var shaderName = "mrdlBackplate";
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var join = defines.toString();
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var uniforms = [
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"world",
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"
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"world",
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"viewProjection",
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"cameraPosition",
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"_Radius_",
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"_Line_Width_",
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"_Absolute_Sizes_",
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"_Filter_Width_",
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"_Base_Color_",
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"_Line_Color_",
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"_Radius_Top_Left_",
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"_Radius_Top_Right_",
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"_Radius_Bottom_Left_",
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"_Radius_Bottom_Right_",
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"_Rate_",
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"_Highlight_Color_",
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"_Highlight_Width_",
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|
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"_Highlight_Transform_",
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|
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"_Highlight_",
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"_Iridescence_Intensity_",
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+
"_Iridescence_Edge_Intensity_",
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|
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"_Iridescence_Tint_",
|
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|
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"_Iridescent_Map_",
|
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|
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"_Angle_",
|
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|
+
"_Reflected_",
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|
+
"_Frequency_",
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|
+
"_Vertical_Offset_",
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|
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|
+
"_Gradient_Color_",
|
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|
+
"_Top_Left_",
|
|
240
|
+
"_Top_Right_",
|
|
241
|
+
"_Bottom_Left_",
|
|
242
|
+
"_Bottom_Right_",
|
|
243
|
+
"_Edge_Width_",
|
|
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|
+
"_Edge_Power_",
|
|
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|
+
"_Line_Gradient_Blend_",
|
|
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|
+
"_Fade_Out_",
|
|
220
247
|
];
|
|
221
248
|
var samplers = [];
|
|
222
249
|
var uniformBuffers = new Array();
|
|
@@ -225,7 +252,7 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
|
|
|
225
252
|
uniformBuffersNames: uniformBuffers,
|
|
226
253
|
samplers: samplers,
|
|
227
254
|
defines: defines,
|
|
228
|
-
maxSimultaneousLights: 4
|
|
255
|
+
maxSimultaneousLights: 4,
|
|
229
256
|
});
|
|
230
257
|
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
|
|
231
258
|
attributes: attribs,
|
|
@@ -236,7 +263,7 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
|
|
|
236
263
|
fallbacks: fallbacks,
|
|
237
264
|
onCompiled: this.onCompiled,
|
|
238
265
|
onError: this.onError,
|
|
239
|
-
indexParameters: { maxSimultaneousLights: 4 }
|
|
266
|
+
indexParameters: { maxSimultaneousLights: 4 },
|
|
240
267
|
}, engine), defines);
|
|
241
268
|
}
|
|
242
269
|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { SerializationHelper, serialize } from \"core/Misc/decorators\";\r\nimport { Matrix, Vector4 } from \"core/Maths/math.vector\";\r\nimport { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"core/Meshes/subMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"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): 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\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Iridescence_Tint_\",\r\n \"_Iridescent_Map_\",\r\n \"_Angle_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Gradient_Color_\",\r\n \"_Top_Left_\",\r\n \"_Top_Right_\",\r\n \"_Bottom_Left_\",\r\n \"_Bottom_Right_\",\r\n \"_Edge_Width_\",\r\n \"_Edge_Power_\",\r\n \"_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(\r\n scene.getEngine().createEffect(\r\n 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 },\r\n engine\r\n ),\r\n defines\r\n );\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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@@ -396,22 +396,87 @@ var MRDLSliderBarMaterial = /** @class */ (function (_super) {
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var shaderName = "mrdlSliderBar";
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var join = defines.toString();
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var uniforms = [
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"world",
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"
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"world",
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"viewProjection",
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"cameraPosition",
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"_Radius_",
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"_Bevel_Front_",
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"_Bevel_Front_Stretch_",
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"_Bevel_Back_",
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"_Bevel_Back_Stretch_",
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"_Radius_Top_Left_",
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"_Radius_Top_Right_",
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"_Radius_Bottom_Left_",
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"_Radius_Bottom_Right_",
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"_Bulge_Enabled_",
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"_Bulge_Height_",
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"_Bulge_Radius_",
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"_Sun_Intensity_",
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"_Sun_Theta_",
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"_Sun_Phi_",
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"_Indirect_Diffuse_",
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"_Albedo_",
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"_Specular_",
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"_Shininess_",
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"_Sharpness_",
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"_Subsurface_",
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"_Left_Color_",
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"_Right_Color_",
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"_Reflection_",
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"_Front_Reflect_",
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"_Edge_Reflect_",
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"_Power_",
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"_Sky_Color_",
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"_Horizon_Color_",
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"_Ground_Color_",
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"_Horizon_Power_",
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"_Reflection_Map_",
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"_Indirect_Environment_",
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"_Width_",
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"_Fuzz_",
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"_Min_Fuzz_",
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"_Clip_Fade_",
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"_Hue_Shift_",
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"_Saturation_Shift_",
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"_Value_Shift_",
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"_Blob_Position_",
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"_Blob_Intensity_",
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"_Blob_Near_Size_",
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"_Blob_Far_Size_",
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"_Blob_Near_Distance_",
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"_Blob_Far_Distance_",
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"_Blob_Fade_Length_",
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"_Blob_Pulse_",
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"_Blob_Fade_",
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"_Blob_Texture_",
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"_Blob_Position_2_",
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"_Blob_Near_Size_2_",
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"_Blob_Pulse_2_",
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"_Blob_Fade_2_",
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"_Left_Index_Pos_",
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"_Right_Index_Pos_",
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"_Left_Index_Middle_Pos_",
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"_Right_Index_Middle_Pos_",
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"_Decal_",
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"_Decal_Scale_XY_",
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"_Decal_Front_Only_",
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"_Rim_Intensity_",
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"_Rim_Texture_",
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"_Rim_Hue_Shift_",
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"_Rim_Saturation_Shift_",
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"_Rim_Value_Shift_",
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"_Iridescence_Intensity_",
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"_Iridescence_Texture_",
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"Use_Global_Left_Index",
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"Use_Global_Right_Index",
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"Global_Left_Index_Tip_Position",
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"Global_Right_Index_Tip_Position",
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"Global_Left_Thumb_Tip_Position",
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"Global_Right_Thumb_Tip_Position",
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"Global_Left_Index_Middle_Position;",
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"Global_Right_Index_Middle_Position",
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"Global_Left_Index_Tip_Proximity",
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"Global_Right_Index_Tip_Proximity",
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];
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var samplers = ["_Rim_Texture_", "_Iridescence_Texture_"];
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var uniformBuffers = new Array();
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@@ -420,7 +485,7 @@ var MRDLSliderBarMaterial = /** @class */ (function (_super) {
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uniformBuffersNames: uniformBuffers,
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samplers: samplers,
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defines: defines,
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maxSimultaneousLights: 4
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+
maxSimultaneousLights: 4,
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});
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subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
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attributes: attribs,
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@@ -431,7 +496,7 @@ var MRDLSliderBarMaterial = /** @class */ (function (_super) {
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fallbacks: fallbacks,
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onCompiled: this.onCompiled,
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onError: this.onError,
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indexParameters: { maxSimultaneousLights: 4 }
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+
indexParameters: { maxSimultaneousLights: 4 },
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}, engine), defines, this._materialContext);
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}
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if (!subMesh.effect || !subMesh.effect.isReady()) {
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