@babylonjs/gui 5.0.0-rc.7 → 5.0.0-rc.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (203) hide show
  1. package/2D/adtInstrumentation.d.ts +52 -52
  2. package/2D/adtInstrumentation.js +126 -126
  3. package/2D/advancedDynamicTexture.d.ts +448 -448
  4. package/2D/advancedDynamicTexture.js +1318 -1318
  5. package/2D/controls/button.d.ts +135 -135
  6. package/2D/controls/button.js +276 -276
  7. package/2D/controls/checkbox.d.ts +59 -59
  8. package/2D/controls/checkbox.js +188 -188
  9. package/2D/controls/colorpicker.d.ts +103 -103
  10. package/2D/controls/colorpicker.js +1417 -1417
  11. package/2D/controls/container.d.ts +175 -175
  12. package/2D/controls/container.js +570 -570
  13. package/2D/controls/control.d.ts +866 -866
  14. package/2D/controls/control.js +2433 -2433
  15. package/2D/controls/displayGrid.d.ts +53 -53
  16. package/2D/controls/displayGrid.js +245 -245
  17. package/2D/controls/ellipse.d.ts +21 -21
  18. package/2D/controls/ellipse.js +85 -85
  19. package/2D/controls/focusableButton.d.ts +59 -59
  20. package/2D/controls/focusableButton.js +99 -99
  21. package/2D/controls/focusableControl.d.ts +34 -34
  22. package/2D/controls/focusableControl.js +1 -1
  23. package/2D/controls/grid.d.ts +139 -139
  24. package/2D/controls/grid.js +529 -529
  25. package/2D/controls/image.d.ts +204 -204
  26. package/2D/controls/image.js +887 -887
  27. package/2D/controls/index.d.ts +29 -29
  28. package/2D/controls/index.js +29 -29
  29. package/2D/controls/inputPassword.d.ts +8 -8
  30. package/2D/controls/inputPassword.js +25 -25
  31. package/2D/controls/inputText.d.ts +201 -201
  32. package/2D/controls/inputText.js +1119 -1119
  33. package/2D/controls/line.d.ts +66 -66
  34. package/2D/controls/line.js +271 -271
  35. package/2D/controls/multiLine.d.ts +75 -75
  36. package/2D/controls/multiLine.js +262 -262
  37. package/2D/controls/radioButton.d.ts +49 -49
  38. package/2D/controls/radioButton.js +205 -205
  39. package/2D/controls/rectangle.d.ts +29 -29
  40. package/2D/controls/rectangle.js +150 -150
  41. package/2D/controls/scrollViewers/scrollViewer.d.ts +182 -182
  42. package/2D/controls/scrollViewers/scrollViewer.js +677 -677
  43. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +57 -57
  44. package/2D/controls/scrollViewers/scrollViewerWindow.js +278 -278
  45. package/2D/controls/selector.d.ts +263 -263
  46. package/2D/controls/selector.js +692 -692
  47. package/2D/controls/sliders/baseSlider.d.ts +82 -82
  48. package/2D/controls/sliders/baseSlider.js +347 -347
  49. package/2D/controls/sliders/imageBasedSlider.d.ts +49 -49
  50. package/2D/controls/sliders/imageBasedSlider.js +192 -192
  51. package/2D/controls/sliders/imageScrollBar.d.ts +65 -65
  52. package/2D/controls/sliders/imageScrollBar.js +263 -263
  53. package/2D/controls/sliders/scrollBar.d.ts +38 -38
  54. package/2D/controls/sliders/scrollBar.js +143 -143
  55. package/2D/controls/sliders/slider.d.ts +35 -35
  56. package/2D/controls/sliders/slider.js +271 -271
  57. package/2D/controls/stackPanel.d.ts +64 -64
  58. package/2D/controls/stackPanel.js +246 -246
  59. package/2D/controls/statics.d.ts +6 -6
  60. package/2D/controls/statics.js +49 -49
  61. package/2D/controls/textBlock.d.ts +175 -175
  62. package/2D/controls/textBlock.js +603 -603
  63. package/2D/controls/textWrapper.d.ts +13 -13
  64. package/2D/controls/textWrapper.js +101 -101
  65. package/2D/controls/toggleButton.d.ts +117 -117
  66. package/2D/controls/toggleButton.js +268 -268
  67. package/2D/controls/virtualKeyboard.d.ts +96 -96
  68. package/2D/controls/virtualKeyboard.js +256 -256
  69. package/2D/index.d.ts +9 -9
  70. package/2D/index.js +9 -9
  71. package/2D/math2D.d.ts +117 -117
  72. package/2D/math2D.js +221 -221
  73. package/2D/measure.d.ts +77 -77
  74. package/2D/measure.js +139 -139
  75. package/2D/multiLinePoint.d.ts +47 -47
  76. package/2D/multiLinePoint.js +127 -127
  77. package/2D/style.d.ts +46 -46
  78. package/2D/style.js +97 -97
  79. package/2D/valueAndUnit.d.ts +89 -89
  80. package/2D/valueAndUnit.js +226 -226
  81. package/2D/xmlLoader.d.ts +60 -60
  82. package/2D/xmlLoader.js +348 -348
  83. package/3D/behaviors/defaultBehavior.d.ts +73 -73
  84. package/3D/behaviors/defaultBehavior.js +121 -121
  85. package/3D/controls/abstractButton3D.d.ts +15 -15
  86. package/3D/controls/abstractButton3D.js +25 -25
  87. package/3D/controls/button3D.d.ts +30 -30
  88. package/3D/controls/button3D.js +93 -93
  89. package/3D/controls/container3D.d.ts +72 -72
  90. package/3D/controls/container3D.js +139 -139
  91. package/3D/controls/contentDisplay3D.d.ts +30 -30
  92. package/3D/controls/contentDisplay3D.js +79 -79
  93. package/3D/controls/control3D.d.ts +201 -201
  94. package/3D/controls/control3D.js +445 -445
  95. package/3D/controls/cylinderPanel.d.ts +17 -17
  96. package/3D/controls/cylinderPanel.js +66 -66
  97. package/3D/controls/handMenu.d.ts +28 -28
  98. package/3D/controls/handMenu.js +47 -47
  99. package/3D/controls/holographicBackplate.d.ts +49 -49
  100. package/3D/controls/holographicBackplate.js +120 -120
  101. package/3D/controls/holographicButton.d.ts +84 -84
  102. package/3D/controls/holographicButton.js +339 -339
  103. package/3D/controls/holographicSlate.d.ts +131 -131
  104. package/3D/controls/holographicSlate.js +431 -431
  105. package/3D/controls/index.d.ts +21 -21
  106. package/3D/controls/index.js +21 -21
  107. package/3D/controls/meshButton3D.d.ts +21 -21
  108. package/3D/controls/meshButton3D.js +62 -62
  109. package/3D/controls/nearMenu.d.ts +44 -44
  110. package/3D/controls/nearMenu.js +114 -114
  111. package/3D/controls/planePanel.d.ts +9 -9
  112. package/3D/controls/planePanel.js +36 -36
  113. package/3D/controls/scatterPanel.d.ts +18 -18
  114. package/3D/controls/scatterPanel.js +108 -108
  115. package/3D/controls/slider3D.d.ts +81 -81
  116. package/3D/controls/slider3D.js +268 -268
  117. package/3D/controls/spherePanel.d.ts +17 -17
  118. package/3D/controls/spherePanel.js +67 -67
  119. package/3D/controls/stackPanel3D.d.ts +22 -22
  120. package/3D/controls/stackPanel3D.js +107 -107
  121. package/3D/controls/touchButton3D.d.ts +80 -80
  122. package/3D/controls/touchButton3D.js +233 -233
  123. package/3D/controls/touchHolographicButton.d.ts +110 -110
  124. package/3D/controls/touchHolographicButton.js +445 -445
  125. package/3D/controls/touchHolographicMenu.d.ts +61 -61
  126. package/3D/controls/touchHolographicMenu.js +149 -149
  127. package/3D/controls/touchMeshButton3D.d.ts +21 -21
  128. package/3D/controls/touchMeshButton3D.js +62 -62
  129. package/3D/controls/volumeBasedPanel.d.ts +53 -53
  130. package/3D/controls/volumeBasedPanel.js +174 -174
  131. package/3D/gizmos/gizmoHandle.d.ts +108 -108
  132. package/3D/gizmos/gizmoHandle.js +209 -209
  133. package/3D/gizmos/index.d.ts +2 -2
  134. package/3D/gizmos/index.js +2 -2
  135. package/3D/gizmos/slateGizmo.d.ts +57 -57
  136. package/3D/gizmos/slateGizmo.js +369 -369
  137. package/3D/gui3DManager.d.ts +94 -94
  138. package/3D/gui3DManager.js +257 -257
  139. package/3D/index.d.ts +5 -5
  140. package/3D/index.js +5 -5
  141. package/3D/materials/fluent/fluentMaterial.d.ts +90 -90
  142. package/3D/materials/fluent/fluentMaterial.js +292 -292
  143. package/3D/materials/fluent/index.d.ts +1 -1
  144. package/3D/materials/fluent/index.js +1 -1
  145. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -5
  146. package/3D/materials/fluent/shaders/fluent.fragment.js +8 -8
  147. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -5
  148. package/3D/materials/fluent/shaders/fluent.vertex.js +8 -8
  149. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -154
  150. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +469 -469
  151. package/3D/materials/fluentBackplate/index.d.ts +1 -1
  152. package/3D/materials/fluentBackplate/index.js +1 -1
  153. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -5
  154. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +8 -8
  155. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -5
  156. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +8 -8
  157. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -189
  158. package/3D/materials/fluentButton/fluentButtonMaterial.js +539 -539
  159. package/3D/materials/fluentButton/index.d.ts +1 -1
  160. package/3D/materials/fluentButton/index.js +1 -1
  161. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -5
  162. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +8 -8
  163. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -5
  164. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +8 -8
  165. package/3D/materials/fluentMaterial.d.ts +4 -4
  166. package/3D/materials/fluentMaterial.js +4 -4
  167. package/3D/materials/handle/handleMaterial.d.ts +68 -68
  168. package/3D/materials/handle/handleMaterial.js +126 -126
  169. package/3D/materials/handle/index.d.ts +1 -1
  170. package/3D/materials/handle/index.js +1 -1
  171. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -5
  172. package/3D/materials/handle/shaders/handle.fragment.js +8 -8
  173. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -5
  174. package/3D/materials/handle/shaders/handle.vertex.js +8 -8
  175. package/3D/materials/index.d.ts +5 -5
  176. package/3D/materials/index.js +5 -5
  177. package/3D/materials/mrdl/index.d.ts +3 -3
  178. package/3D/materials/mrdl/index.js +3 -3
  179. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -147
  180. package/3D/materials/mrdl/mrdlBackplateMaterial.js +436 -436
  181. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -333
  182. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +851 -851
  183. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -333
  184. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +851 -851
  185. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -5
  186. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +8 -8
  187. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -5
  188. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +8 -8
  189. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -5
  190. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +8 -8
  191. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -5
  192. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +8 -8
  193. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -5
  194. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +8 -8
  195. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -5
  196. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +8 -8
  197. package/3D/vector3WithInfo.d.ts +16 -16
  198. package/3D/vector3WithInfo.js +23 -23
  199. package/index.d.ts +2 -2
  200. package/index.js +2 -2
  201. package/legacy/legacy.d.ts +1 -1
  202. package/legacy/legacy.js +13 -13
  203. package/package.json +2 -2
@@ -1 +1 @@
1
- export * from "./fluentButtonMaterial";
1
+ export * from "./fluentButtonMaterial";
@@ -1,2 +1,2 @@
1
- export * from "./fluentButtonMaterial.js";
1
+ export * from "./fluentButtonMaterial";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const fluentButtonPixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const fluentButtonPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
1
- // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "fluentButtonPixelShader";
4
- var shader = "uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nuniform float _Edge_Width_;\nuniform vec4 _Edge_Color_;\nuniform bool _Relative_Width_;\nuniform float _Proximity_Max_Intensity_;\nuniform float _Proximity_Far_Distance_;\nuniform float _Proximity_Near_Radius_;\nuniform float _Proximity_Anisotropy_;\nuniform float _Selection_Fuzz_;\nuniform float _Selected_;\nuniform float _Selection_Fade_;\nuniform float _Selection_Fade_Size_;\nuniform float _Selected_Distance_;\nuniform float _Selected_Fade_Length_;\nuniform bool _Blob_Enable_;\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Inner_Fade_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\nuniform bool _Blob_Enable_2_;\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Inner_Fade_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Active_Face_Dir_;\nuniform vec3 _Active_Face_Up_;\nuniform bool Enable_Fade;\nuniform float _Fade_Width_;\nuniform bool _Smooth_Active_Face_;\nuniform bool _Show_Frame_;\nuniform bool _Use_Blob_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvoid Holo_Edge_Fragment_B35(\nvec4 Edges,\nfloat Edge_Width,\nout float NotEdge)\n{\nvec2 c=vec2(min(Edges.r,Edges.g),min(Edges.b,Edges.a));\nvec2 df=fwidth(c)*Edge_Width;\nvec2 g=clamp(c/df,0.0,1.0);\nNotEdge=g.x*g.y;\n}\nvoid Blob_Fragment_B39(\nvec2 UV,\nvec3 Blob_Info,\nsampler2D Blob_Texture,\nout vec4 Blob_Color)\n{\nfloat k=dot(UV,UV);\nBlob_Color=Blob_Info.y*texture(Blob_Texture,vec2(vec2(sqrt(k),Blob_Info.x).x,1.0-vec2(sqrt(k),Blob_Info.x).y))*(1.0-clamp(k,0.0,1.0));\n}\nvec2 FilterStep(vec2 Edge,vec2 X)\n{\nvec2 dX=max(fwidth(X),vec2(0.00001,0.00001));\nreturn clamp( (X+dX-max(Edge,X-dX))/(dX*2.0),0.0,1.0);\n}\nvoid Wireframe_Fragment_B59(\nvec3 Widths,\nvec2 UV,\nfloat Proximity,\nvec4 Edge_Color,\nout vec4 Wireframe)\n{\nvec2 c=min(UV,vec2(1.0,1.0)-UV);\nvec2 g=FilterStep(Widths.xy*0.5,c); \nWireframe=(1.0-min(g.x,g.y))*Proximity*Edge_Color;\n}\nvoid Proximity_B53(\nvec3 Proximity_Center,\nvec3 Proximity_Center_2,\nfloat Proximity_Max_Intensity,\nfloat Proximity_Near_Radius,\nvec3 Position,\nvec3 Show_Selection,\nvec4 Extra1,\nfloat Dist_To_Face,\nfloat Intensity,\nout float Proximity)\n{\nvec2 delta1=Extra1.xy;\nvec2 delta2=Extra1.zw;\nfloat d2=sqrt(min(dot(delta1,delta1),dot(delta2,delta2))+Dist_To_Face*Dist_To_Face);\nProximity=Intensity*Proximity_Max_Intensity*(1.0-clamp(d2/Proximity_Near_Radius,0.0,1.0))*(1.0-Show_Selection.x)+Show_Selection.x;\n}\nvoid To_XYZ_B46(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\nvoid main()\n{\nfloat NotEdge_Q35;\n#if ENABLE_FADE\nHolo_Edge_Fragment_B35(vColor,_Fade_Width_,NotEdge_Q35);\n#else\nNotEdge_Q35=1.0;\n#endif\nvec4 Blob_Color_Q39;\nfloat k=dot(vUV,vUV);\nvec2 blobTextureCoord=vec2(vec2(sqrt(k),vTangent.x).x,1.0-vec2(sqrt(k),vTangent.x).y);\nvec4 blobColor=mix(vec4(1.0,1.0,1.0,1.0)*step(1.0-vTangent.x,clamp(sqrt(k)+0.1,0.0,1.0)),texture(_Blob_Texture_,blobTextureCoord),float(_Use_Blob_Texture_));\nBlob_Color_Q39=vTangent.y*blobColor*(1.0-clamp(k,0.0,1.0));\nfloat Is_Quad_Q24;\nIs_Quad_Q24=vNormal.z;\nvec3 Blob_Position_Q41= mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(Use_Global_Left_Index));\nvec3 Blob_Position_Q42= mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(Use_Global_Right_Index));\nfloat X_Q46;\nfloat Y_Q46;\nfloat Z_Q46;\nTo_XYZ_B46(vBinormal,X_Q46,Y_Q46,Z_Q46);\nfloat Proximity_Q53;\nProximity_B53(Blob_Position_Q41,Blob_Position_Q42,_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vPosition,vBinormal,vExtra1,Y_Q46,Z_Q46,Proximity_Q53);\nvec4 Wireframe_Q59;\nWireframe_Fragment_B59(vNormal,vUV,Proximity_Q53,_Edge_Color_,Wireframe_Q59);\nvec4 Wire_Or_Blob_Q23=mix(Wireframe_Q59,Blob_Color_Q39,Is_Quad_Q24);\nvec4 Result_Q22;\nResult_Q22=mix(Wire_Or_Blob_Q23,vec4(0.3,0.3,0.3,0.3),float(_Show_Frame_));\nvec4 Final_Color_Q37=NotEdge_Q35*Result_Q22;\nvec4 Out_Color=Final_Color_Q37;\nfloat Clip_Threshold=0.0;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}";
5
- // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
8
- export var fluentButtonPixelShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "fluentButtonPixelShader";
4
+ var shader = "uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nuniform float _Edge_Width_;\nuniform vec4 _Edge_Color_;\nuniform bool _Relative_Width_;\nuniform float _Proximity_Max_Intensity_;\nuniform float _Proximity_Far_Distance_;\nuniform float _Proximity_Near_Radius_;\nuniform float _Proximity_Anisotropy_;\nuniform float _Selection_Fuzz_;\nuniform float _Selected_;\nuniform float _Selection_Fade_;\nuniform float _Selection_Fade_Size_;\nuniform float _Selected_Distance_;\nuniform float _Selected_Fade_Length_;\nuniform bool _Blob_Enable_;\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Inner_Fade_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\nuniform bool _Blob_Enable_2_;\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Inner_Fade_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Active_Face_Dir_;\nuniform vec3 _Active_Face_Up_;\nuniform bool Enable_Fade;\nuniform float _Fade_Width_;\nuniform bool _Smooth_Active_Face_;\nuniform bool _Show_Frame_;\nuniform bool _Use_Blob_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvoid Holo_Edge_Fragment_B35(\nvec4 Edges,\nfloat Edge_Width,\nout float NotEdge)\n{\nvec2 c=vec2(min(Edges.r,Edges.g),min(Edges.b,Edges.a));\nvec2 df=fwidth(c)*Edge_Width;\nvec2 g=clamp(c/df,0.0,1.0);\nNotEdge=g.x*g.y;\n}\nvoid Blob_Fragment_B39(\nvec2 UV,\nvec3 Blob_Info,\nsampler2D Blob_Texture,\nout vec4 Blob_Color)\n{\nfloat k=dot(UV,UV);\nBlob_Color=Blob_Info.y*texture(Blob_Texture,vec2(vec2(sqrt(k),Blob_Info.x).x,1.0-vec2(sqrt(k),Blob_Info.x).y))*(1.0-clamp(k,0.0,1.0));\n}\nvec2 FilterStep(vec2 Edge,vec2 X)\n{\nvec2 dX=max(fwidth(X),vec2(0.00001,0.00001));\nreturn clamp( (X+dX-max(Edge,X-dX))/(dX*2.0),0.0,1.0);\n}\nvoid Wireframe_Fragment_B59(\nvec3 Widths,\nvec2 UV,\nfloat Proximity,\nvec4 Edge_Color,\nout vec4 Wireframe)\n{\nvec2 c=min(UV,vec2(1.0,1.0)-UV);\nvec2 g=FilterStep(Widths.xy*0.5,c); \nWireframe=(1.0-min(g.x,g.y))*Proximity*Edge_Color;\n}\nvoid Proximity_B53(\nvec3 Proximity_Center,\nvec3 Proximity_Center_2,\nfloat Proximity_Max_Intensity,\nfloat Proximity_Near_Radius,\nvec3 Position,\nvec3 Show_Selection,\nvec4 Extra1,\nfloat Dist_To_Face,\nfloat Intensity,\nout float Proximity)\n{\nvec2 delta1=Extra1.xy;\nvec2 delta2=Extra1.zw;\nfloat d2=sqrt(min(dot(delta1,delta1),dot(delta2,delta2))+Dist_To_Face*Dist_To_Face);\nProximity=Intensity*Proximity_Max_Intensity*(1.0-clamp(d2/Proximity_Near_Radius,0.0,1.0))*(1.0-Show_Selection.x)+Show_Selection.x;\n}\nvoid To_XYZ_B46(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\nvoid main()\n{\nfloat NotEdge_Q35;\n#if ENABLE_FADE\nHolo_Edge_Fragment_B35(vColor,_Fade_Width_,NotEdge_Q35);\n#else\nNotEdge_Q35=1.0;\n#endif\nvec4 Blob_Color_Q39;\nfloat k=dot(vUV,vUV);\nvec2 blobTextureCoord=vec2(vec2(sqrt(k),vTangent.x).x,1.0-vec2(sqrt(k),vTangent.x).y);\nvec4 blobColor=mix(vec4(1.0,1.0,1.0,1.0)*step(1.0-vTangent.x,clamp(sqrt(k)+0.1,0.0,1.0)),texture(_Blob_Texture_,blobTextureCoord),float(_Use_Blob_Texture_));\nBlob_Color_Q39=vTangent.y*blobColor*(1.0-clamp(k,0.0,1.0));\nfloat Is_Quad_Q24;\nIs_Quad_Q24=vNormal.z;\nvec3 Blob_Position_Q41= mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(Use_Global_Left_Index));\nvec3 Blob_Position_Q42= mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(Use_Global_Right_Index));\nfloat X_Q46;\nfloat Y_Q46;\nfloat Z_Q46;\nTo_XYZ_B46(vBinormal,X_Q46,Y_Q46,Z_Q46);\nfloat Proximity_Q53;\nProximity_B53(Blob_Position_Q41,Blob_Position_Q42,_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vPosition,vBinormal,vExtra1,Y_Q46,Z_Q46,Proximity_Q53);\nvec4 Wireframe_Q59;\nWireframe_Fragment_B59(vNormal,vUV,Proximity_Q53,_Edge_Color_,Wireframe_Q59);\nvec4 Wire_Or_Blob_Q23=mix(Wireframe_Q59,Blob_Color_Q39,Is_Quad_Q24);\nvec4 Result_Q22;\nResult_Q22=mix(Wire_Or_Blob_Q23,vec4(0.3,0.3,0.3,0.3),float(_Show_Frame_));\nvec4 Final_Color_Q37=NotEdge_Q35*Result_Q22;\nvec4 Out_Color=Final_Color_Q37;\nfloat Clip_Threshold=0.0;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var fluentButtonPixelShader = { name: name, shader: shader };
9
9
  //# sourceMappingURL=fluentButton.fragment.js.map
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const fluentButtonVertexShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const fluentButtonVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
1
- // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "fluentButtonVertexShader";
4
- var shader = "uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec3 tangent;\nattribute vec4 color;\nuniform float _Edge_Width_;\nuniform vec4 _Edge_Color_;\nuniform float _Proximity_Max_Intensity_;\nuniform float _Proximity_Far_Distance_;\nuniform float _Proximity_Near_Radius_;\nuniform float _Proximity_Anisotropy_;\nuniform float _Selection_Fuzz_;\nuniform float _Selected_;\nuniform float _Selection_Fade_;\nuniform float _Selection_Fade_Size_;\nuniform float _Selected_Distance_;\nuniform float _Selected_Fade_Length_;\nuniform bool _Blob_Enable_;\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Inner_Fade_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\nuniform bool _Blob_Enable_2_;\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Inner_Fade_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Active_Face_Dir_;\nuniform vec3 _Active_Face_Up_;\nuniform bool _Enable_Fade_;\nuniform float _Fade_Width_;\nuniform bool _Smooth_Active_Face_;\nuniform bool _Show_Frame_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvoid Blob_Vertex_B47(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nvec4 Vx_Color,\nvec2 UV,\nvec3 Face_Center,\nvec2 Face_Size,\nvec2 In_UV,\nfloat Blob_Fade_Length,\nfloat Selection_Fade,\nfloat Selection_Fade_Size,\nfloat Inner_Fade,\nvec3 Active_Face_Center,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nfloat Blob_Enabled,\nout vec3 Out_Position,\nout vec2 Out_UV,\nout vec3 Blob_Info)\n{\nfloat blobSize,fadeIn;\nvec3 Hit_Position;\nBlob_Info=vec3(0.0,0.0,0.0);\nfloat Hit_Distance=dot(Blob_Position-Face_Center,Normal);\nHit_Position=Blob_Position-Hit_Distance*Normal;\nfloat absD=abs(Hit_Distance);\nfloat lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);\nfloat farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);\nfloat size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;\nblobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;\nBlob_Info.x=lerpVal*0.5+0.5;\nBlob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;\nBlob_Info.x*=(1.0-Blob_Pulse);\nvec3 delta=Hit_Position-Face_Center;\nvec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));\nvec2 quadUVin=2.0*UV-1.0; \nvec2 blobXY=blobCenterXY+quadUVin*blobSize;\nvec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);\nvec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;\nvec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;\nOut_Position=mix(Position,blobCorner,Vx_Color.rrr);\nOut_UV=mix(In_UV,blobUV,Vx_Color.rr);\n}\nvec2 ProjectProximity(\nvec3 blobPosition,\nvec3 position,\nvec3 center,\nvec3 dir,\nvec3 xdir,\nvec3 ydir,\nout float vdistance\n)\n{\nvec3 delta=blobPosition-position;\nvec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));\nvdistance=abs(dot(delta,dir));\nreturn xy;\n}\nvoid Proximity_Vertex_B66(\nvec3 Blob_Position,\nvec3 Blob_Position_2,\nvec3 Active_Face_Center,\nvec3 Active_Face_Dir,\nvec3 Position,\nfloat Proximity_Far_Distance,\nfloat Relative_Scale,\nfloat Proximity_Anisotropy,\nvec3 Up,\nout vec4 Extra1,\nout float Distance_To_Face,\nout float Intensity)\n{\nvec3 Active_Face_Dir_X=normalize(cross(Active_Face_Dir,Up));\nvec3 Active_Face_Dir_Y=cross(Active_Face_Dir,Active_Face_Dir_X);\nfloat distz1,distz2;\nExtra1.xy=ProjectProximity(Blob_Position,Position,Active_Face_Center,Active_Face_Dir,Active_Face_Dir_X*Proximity_Anisotropy,Active_Face_Dir_Y,distz1)/Relative_Scale;\nExtra1.zw=ProjectProximity(Blob_Position_2,Position,Active_Face_Center,Active_Face_Dir,Active_Face_Dir_X*Proximity_Anisotropy,Active_Face_Dir_Y,distz2)/Relative_Scale;\nDistance_To_Face=dot(Active_Face_Dir,Position-Active_Face_Center);\nIntensity=1.0-clamp(min(distz1,distz2)/Proximity_Far_Distance,0.0,1.0);\n}\nvoid Holo_Edge_Vertex_B44(\nvec3 Incident,\nvec3 Normal,\nvec2 UV,\nvec3 Tangent,\nvec3 Bitangent,\nbool Smooth_Active_Face,\nfloat Active,\nout vec4 Holo_Edges)\n{\nfloat NdotI=dot(Incident,Normal);\nvec2 flip=(UV-vec2(0.5,0.5));\nfloat udot=dot(Incident,Tangent)*flip.x*NdotI;\nfloat uval=1.0-float(udot>0.0);\nfloat vdot=-dot(Incident,Bitangent)*flip.y*NdotI;\nfloat vval=1.0-float(vdot>0.0);\nfloat Smooth_And_Active=step(1.0,float(Smooth_Active_Face && Active>0.0));\nuval=mix(uval,max(1.0,uval),Smooth_And_Active); \nvval=mix(vval,max(1.0,vval),Smooth_And_Active);\nHolo_Edges=vec4(1.0,1.0,1.0,1.0)-vec4(uval*UV.x,uval*(1.0-UV.x),vval*UV.y,vval*(1.0-UV.y));\n}\nvoid Object_To_World_Pos_B13(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\nvoid Choose_Blob_B38(\nvec4 Vx_Color,\nvec3 Position1,\nvec3 Position2,\nbool Blob_Enable_1,\nbool Blob_Enable_2,\nfloat Near_Size_1,\nfloat Near_Size_2,\nfloat Blob_Inner_Fade_1,\nfloat Blob_Inner_Fade_2,\nfloat Blob_Pulse_1,\nfloat Blob_Pulse_2,\nfloat Blob_Fade_1,\nfloat Blob_Fade_2,\nout vec3 Position,\nout float Near_Size,\nout float Inner_Fade,\nout float Blob_Enable,\nout float Fade,\nout float Pulse)\n{\nPosition=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;\nfloat b1=float(Blob_Enable_1);\nfloat b2=float(Blob_Enable_2);\nBlob_Enable=b1+(b2-b1)*Vx_Color.g;\nPulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;\nFade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;\nNear_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;\nInner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;\n}\nvoid Wireframe_Vertex_B51(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nfloat Edge_Width,\nvec2 Face_Size,\nout vec3 Wire_Vx_Pos,\nout vec2 UV,\nout vec2 Widths)\n{\nWidths.xy=Edge_Width/Face_Size;\nfloat x=dot(Position,Tangent);\nfloat y=dot(Position,Bitangent);\nfloat dx=0.5-abs(x);\nfloat newx=(0.5-dx*Widths.x*2.0)*sign(x);\nfloat dy=0.5-abs(y);\nfloat newy=(0.5-dy*Widths.y*2.0)*sign(y);\nWire_Vx_Pos=Normal*0.5+newx*Tangent+newy*Bitangent;\nUV.x=dot(Wire_Vx_Pos,Tangent)+0.5;\nUV.y=dot(Wire_Vx_Pos,Bitangent)+0.5;\n}\nvec2 ramp2(vec2 start,vec2 end,vec2 x)\n{\nreturn clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));\n}\nfloat computeSelection(\nvec3 blobPosition,\nvec3 normal,\nvec3 tangent,\nvec3 bitangent,\nvec3 faceCenter,\nvec2 faceSize,\nfloat selectionFuzz,\nfloat farDistance,\nfloat fadeLength\n)\n{\nvec3 delta=blobPosition-faceCenter;\nfloat absD=abs(dot(delta,normal));\nfloat fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);\nvec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));\nvec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;\nvec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);\nreturn selectPulse.x*selectPulse.y*fadeIn;\n}\nvoid Selection_Vertex_B48(\nvec3 Blob_Position,\nvec3 Blob_Position_2,\nvec3 Face_Center,\nvec2 Face_Size,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nfloat Selection_Fuzz,\nfloat Selected,\nfloat Far_Distance,\nfloat Fade_Length,\nvec3 Active_Face_Dir,\nout float Show_Selection)\n{\nfloat select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\nfloat select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\nfloat Active=max(0.0,dot(Active_Face_Dir,Normal));\nShow_Selection=mix(max(select1,select2),1.0,Selected)*Active;\n}\nvoid Proximity_Visibility_B54(\nfloat Selection,\nvec3 Proximity_Center,\nvec3 Proximity_Center_2,\nfloat Input_Width,\nfloat Proximity_Far_Distance,\nfloat Proximity_Radius,\nvec3 Active_Face_Center,\nvec3 Active_Face_Dir,\nout float Width)\n{\nvec3 boxEdges=(world*vec4(vec3(0.5,0.5,0.5),0.0)).xyz;\nfloat boxMaxSize=length(boxEdges);\nfloat d1=dot(Proximity_Center-Active_Face_Center,Active_Face_Dir);\nvec3 blob1=Proximity_Center-d1*Active_Face_Dir;\nfloat d2=dot(Proximity_Center_2-Active_Face_Center,Active_Face_Dir);\nvec3 blob2=Proximity_Center_2-d2*Active_Face_Dir;\nvec3 delta1=blob1-Active_Face_Center;\nvec3 delta2=blob2-Active_Face_Center;\nfloat dist1=dot(delta1,delta1);\nfloat dist2=dot(delta2,delta2);\nfloat nearestProxDist=sqrt(min(dist1,dist2));\nWidth=Input_Width*(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));\n}\nvoid Object_To_World_Dir_B67(\nvec3 Dir_Object,\nout vec3 Dir_World)\n{\nDir_World=(world*vec4(Dir_Object,0.0)).xyz;\n}\nvoid main()\n{\nvec3 Active_Face_Center_Q49;\nActive_Face_Center_Q49=(world*vec4(_Active_Face_Dir_*0.5,1.0)).xyz;\nvec3 Blob_Position_Q41= mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(Use_Global_Left_Index));\nvec3 Blob_Position_Q42= mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(Use_Global_Right_Index));\nvec3 Active_Face_Dir_Q64=normalize((world*vec4(_Active_Face_Dir_,0.0)).xyz);\nfloat Relative_Scale_Q57;\n#if RELATIVE_WIDTH\nRelative_Scale_Q57=length((world*vec4(vec3(0,1,0),0.0)).xyz);\n#else\nRelative_Scale_Q57=1.0;\n#endif\nvec3 Tangent_World_Q30;\nTangent_World_Q30=(world*vec4(tangent,0.0)).xyz;\nvec3 Binormal_World_Q31;\nBinormal_World_Q31=(world*vec4((cross(normal,tangent)),0.0)).xyz;\nvec3 Normal_World_Q60;\nNormal_World_Q60=(world*vec4(normal,0.0)).xyz;\nvec3 Result_Q18=0.5*normal;\nvec3 Dir_World_Q67;\nObject_To_World_Dir_B67(_Active_Face_Up_,Dir_World_Q67);\nfloat Product_Q56=_Edge_Width_*Relative_Scale_Q57;\nvec3 Normal_World_N_Q29=normalize(Normal_World_Q60);\nvec3 Tangent_World_N_Q28=normalize(Tangent_World_Q30);\nvec3 Binormal_World_N_Q32=normalize(Binormal_World_Q31);\nvec3 Position_Q38;\nfloat Near_Size_Q38;\nfloat Inner_Fade_Q38;\nfloat Blob_Enable_Q38;\nfloat Fade_Q38;\nfloat Pulse_Q38;\nChoose_Blob_B38(color,Blob_Position_Q41,Blob_Position_Q42,_Blob_Enable_,_Blob_Enable_2_,_Blob_Near_Size_,_Blob_Near_Size_2_,_Blob_Inner_Fade_,_Blob_Inner_Fade_2_,_Blob_Pulse_,_Blob_Pulse_2_,_Blob_Fade_,_Blob_Fade_2_,Position_Q38,Near_Size_Q38,Inner_Fade_Q38,Blob_Enable_Q38,Fade_Q38,Pulse_Q38);\nvec3 Face_Center_Q33;\nFace_Center_Q33=(world*vec4(Result_Q18,1.0)).xyz;\nvec2 Face_Size_Q50=vec2(length(Tangent_World_Q30),length(Binormal_World_Q31));\nfloat Show_Selection_Q48;\nSelection_Vertex_B48(Blob_Position_Q41,Blob_Position_Q42,Face_Center_Q33,Face_Size_Q50,Normal_World_N_Q29,Tangent_World_N_Q28,Binormal_World_N_Q32,_Selection_Fuzz_,_Selected_,_Selected_Distance_,_Selected_Fade_Length_,Active_Face_Dir_Q64,Show_Selection_Q48);\nvec3 Normalized_Q72=normalize(Dir_World_Q67);\nfloat Active_Q34=max(0.0,dot(Active_Face_Dir_Q64,Normal_World_N_Q29));\nfloat Width_Q54;\nProximity_Visibility_B54(Show_Selection_Q48,Blob_Position_Q41,Blob_Position_Q42,Product_Q56,_Proximity_Far_Distance_,_Proximity_Near_Radius_,Active_Face_Center_Q49,Active_Face_Dir_Q64,Width_Q54);\nvec3 Wire_Vx_Pos_Q51;\nvec2 UV_Q51;\nvec2 Widths_Q51;\nWireframe_Vertex_B51(position,normal,tangent,(cross(normal,tangent)),Width_Q54,Face_Size_Q50,Wire_Vx_Pos_Q51,UV_Q51,Widths_Q51);\nvec3 Vec3_Q27=vec3(Widths_Q51.x,Widths_Q51.y,color.r);\nvec3 Pos_World_Q13;\nObject_To_World_Pos_B13(Wire_Vx_Pos_Q51,Pos_World_Q13);\nvec3 Incident_Q36=normalize(Pos_World_Q13-cameraPosition);\nvec3 Out_Position_Q47;\nvec2 Out_UV_Q47;\nvec3 Blob_Info_Q47;\nBlob_Vertex_B47(Pos_World_Q13,Normal_World_N_Q29,Tangent_World_N_Q28,Binormal_World_N_Q32,Position_Q38,_Blob_Intensity_,Near_Size_Q38,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,color,uv,Face_Center_Q33,Face_Size_Q50,UV_Q51,_Blob_Fade_Length_,_Selection_Fade_,_Selection_Fade_Size_,Inner_Fade_Q38,Active_Face_Center_Q49,Pulse_Q38,Fade_Q38,Blob_Enable_Q38,Out_Position_Q47,Out_UV_Q47,Blob_Info_Q47);\nvec4 Extra1_Q66;\nfloat Distance_To_Face_Q66;\nfloat Intensity_Q66;\nProximity_Vertex_B66(Blob_Position_Q41,Blob_Position_Q42,Active_Face_Center_Q49,Active_Face_Dir_Q64,Pos_World_Q13,_Proximity_Far_Distance_,Relative_Scale_Q57,_Proximity_Anisotropy_,Normalized_Q72,Extra1_Q66,Distance_To_Face_Q66,Intensity_Q66);\nvec4 Holo_Edges_Q44;\nHolo_Edge_Vertex_B44(Incident_Q36,Normal_World_N_Q29,uv,Tangent_World_Q30,Binormal_World_Q31,_Smooth_Active_Face_,Active_Q34,Holo_Edges_Q44);\nvec3 Vec3_Q19=vec3(Show_Selection_Q48,Distance_To_Face_Q66,Intensity_Q66);\nvec3 Position=Out_Position_Q47;\nvec2 UV=Out_UV_Q47;\nvec3 Tangent=Blob_Info_Q47;\nvec3 Binormal=Vec3_Q19;\nvec3 Normal=Vec3_Q27;\nvec4 Extra1=Extra1_Q66;\nvec4 Color=Holo_Edges_Q44;\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvColor=Color;\nvExtra1=Extra1;\n}";
5
- // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
8
- export var fluentButtonVertexShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "fluentButtonVertexShader";
4
+ var shader = "uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec3 tangent;\nattribute vec4 color;\nuniform float _Edge_Width_;\nuniform vec4 _Edge_Color_;\nuniform float _Proximity_Max_Intensity_;\nuniform float _Proximity_Far_Distance_;\nuniform float _Proximity_Near_Radius_;\nuniform float _Proximity_Anisotropy_;\nuniform float _Selection_Fuzz_;\nuniform float _Selected_;\nuniform float _Selection_Fade_;\nuniform float _Selection_Fade_Size_;\nuniform float _Selected_Distance_;\nuniform float _Selected_Fade_Length_;\nuniform bool _Blob_Enable_;\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Inner_Fade_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\nuniform bool _Blob_Enable_2_;\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Inner_Fade_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Active_Face_Dir_;\nuniform vec3 _Active_Face_Up_;\nuniform bool _Enable_Fade_;\nuniform float _Fade_Width_;\nuniform bool _Smooth_Active_Face_;\nuniform bool _Show_Frame_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvoid Blob_Vertex_B47(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nvec4 Vx_Color,\nvec2 UV,\nvec3 Face_Center,\nvec2 Face_Size,\nvec2 In_UV,\nfloat Blob_Fade_Length,\nfloat Selection_Fade,\nfloat Selection_Fade_Size,\nfloat Inner_Fade,\nvec3 Active_Face_Center,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nfloat Blob_Enabled,\nout vec3 Out_Position,\nout vec2 Out_UV,\nout vec3 Blob_Info)\n{\nfloat blobSize,fadeIn;\nvec3 Hit_Position;\nBlob_Info=vec3(0.0,0.0,0.0);\nfloat Hit_Distance=dot(Blob_Position-Face_Center,Normal);\nHit_Position=Blob_Position-Hit_Distance*Normal;\nfloat absD=abs(Hit_Distance);\nfloat lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);\nfloat farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);\nfloat size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;\nblobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;\nBlob_Info.x=lerpVal*0.5+0.5;\nBlob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;\nBlob_Info.x*=(1.0-Blob_Pulse);\nvec3 delta=Hit_Position-Face_Center;\nvec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));\nvec2 quadUVin=2.0*UV-1.0; \nvec2 blobXY=blobCenterXY+quadUVin*blobSize;\nvec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);\nvec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;\nvec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;\nOut_Position=mix(Position,blobCorner,Vx_Color.rrr);\nOut_UV=mix(In_UV,blobUV,Vx_Color.rr);\n}\nvec2 ProjectProximity(\nvec3 blobPosition,\nvec3 position,\nvec3 center,\nvec3 dir,\nvec3 xdir,\nvec3 ydir,\nout float vdistance\n)\n{\nvec3 delta=blobPosition-position;\nvec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));\nvdistance=abs(dot(delta,dir));\nreturn xy;\n}\nvoid Proximity_Vertex_B66(\nvec3 Blob_Position,\nvec3 Blob_Position_2,\nvec3 Active_Face_Center,\nvec3 Active_Face_Dir,\nvec3 Position,\nfloat Proximity_Far_Distance,\nfloat Relative_Scale,\nfloat Proximity_Anisotropy,\nvec3 Up,\nout vec4 Extra1,\nout float Distance_To_Face,\nout float Intensity)\n{\nvec3 Active_Face_Dir_X=normalize(cross(Active_Face_Dir,Up));\nvec3 Active_Face_Dir_Y=cross(Active_Face_Dir,Active_Face_Dir_X);\nfloat distz1,distz2;\nExtra1.xy=ProjectProximity(Blob_Position,Position,Active_Face_Center,Active_Face_Dir,Active_Face_Dir_X*Proximity_Anisotropy,Active_Face_Dir_Y,distz1)/Relative_Scale;\nExtra1.zw=ProjectProximity(Blob_Position_2,Position,Active_Face_Center,Active_Face_Dir,Active_Face_Dir_X*Proximity_Anisotropy,Active_Face_Dir_Y,distz2)/Relative_Scale;\nDistance_To_Face=dot(Active_Face_Dir,Position-Active_Face_Center);\nIntensity=1.0-clamp(min(distz1,distz2)/Proximity_Far_Distance,0.0,1.0);\n}\nvoid Holo_Edge_Vertex_B44(\nvec3 Incident,\nvec3 Normal,\nvec2 UV,\nvec3 Tangent,\nvec3 Bitangent,\nbool Smooth_Active_Face,\nfloat Active,\nout vec4 Holo_Edges)\n{\nfloat NdotI=dot(Incident,Normal);\nvec2 flip=(UV-vec2(0.5,0.5));\nfloat udot=dot(Incident,Tangent)*flip.x*NdotI;\nfloat uval=1.0-float(udot>0.0);\nfloat vdot=-dot(Incident,Bitangent)*flip.y*NdotI;\nfloat vval=1.0-float(vdot>0.0);\nfloat Smooth_And_Active=step(1.0,float(Smooth_Active_Face && Active>0.0));\nuval=mix(uval,max(1.0,uval),Smooth_And_Active); \nvval=mix(vval,max(1.0,vval),Smooth_And_Active);\nHolo_Edges=vec4(1.0,1.0,1.0,1.0)-vec4(uval*UV.x,uval*(1.0-UV.x),vval*UV.y,vval*(1.0-UV.y));\n}\nvoid Object_To_World_Pos_B13(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\nvoid Choose_Blob_B38(\nvec4 Vx_Color,\nvec3 Position1,\nvec3 Position2,\nbool Blob_Enable_1,\nbool Blob_Enable_2,\nfloat Near_Size_1,\nfloat Near_Size_2,\nfloat Blob_Inner_Fade_1,\nfloat Blob_Inner_Fade_2,\nfloat Blob_Pulse_1,\nfloat Blob_Pulse_2,\nfloat Blob_Fade_1,\nfloat Blob_Fade_2,\nout vec3 Position,\nout float Near_Size,\nout float Inner_Fade,\nout float Blob_Enable,\nout float Fade,\nout float Pulse)\n{\nPosition=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;\nfloat b1=float(Blob_Enable_1);\nfloat b2=float(Blob_Enable_2);\nBlob_Enable=b1+(b2-b1)*Vx_Color.g;\nPulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;\nFade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;\nNear_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;\nInner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;\n}\nvoid Wireframe_Vertex_B51(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nfloat Edge_Width,\nvec2 Face_Size,\nout vec3 Wire_Vx_Pos,\nout vec2 UV,\nout vec2 Widths)\n{\nWidths.xy=Edge_Width/Face_Size;\nfloat x=dot(Position,Tangent);\nfloat y=dot(Position,Bitangent);\nfloat dx=0.5-abs(x);\nfloat newx=(0.5-dx*Widths.x*2.0)*sign(x);\nfloat dy=0.5-abs(y);\nfloat newy=(0.5-dy*Widths.y*2.0)*sign(y);\nWire_Vx_Pos=Normal*0.5+newx*Tangent+newy*Bitangent;\nUV.x=dot(Wire_Vx_Pos,Tangent)+0.5;\nUV.y=dot(Wire_Vx_Pos,Bitangent)+0.5;\n}\nvec2 ramp2(vec2 start,vec2 end,vec2 x)\n{\nreturn clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));\n}\nfloat computeSelection(\nvec3 blobPosition,\nvec3 normal,\nvec3 tangent,\nvec3 bitangent,\nvec3 faceCenter,\nvec2 faceSize,\nfloat selectionFuzz,\nfloat farDistance,\nfloat fadeLength\n)\n{\nvec3 delta=blobPosition-faceCenter;\nfloat absD=abs(dot(delta,normal));\nfloat fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);\nvec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));\nvec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;\nvec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);\nreturn selectPulse.x*selectPulse.y*fadeIn;\n}\nvoid Selection_Vertex_B48(\nvec3 Blob_Position,\nvec3 Blob_Position_2,\nvec3 Face_Center,\nvec2 Face_Size,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nfloat Selection_Fuzz,\nfloat Selected,\nfloat Far_Distance,\nfloat Fade_Length,\nvec3 Active_Face_Dir,\nout float Show_Selection)\n{\nfloat select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\nfloat select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\nfloat Active=max(0.0,dot(Active_Face_Dir,Normal));\nShow_Selection=mix(max(select1,select2),1.0,Selected)*Active;\n}\nvoid Proximity_Visibility_B54(\nfloat Selection,\nvec3 Proximity_Center,\nvec3 Proximity_Center_2,\nfloat Input_Width,\nfloat Proximity_Far_Distance,\nfloat Proximity_Radius,\nvec3 Active_Face_Center,\nvec3 Active_Face_Dir,\nout float Width)\n{\nvec3 boxEdges=(world*vec4(vec3(0.5,0.5,0.5),0.0)).xyz;\nfloat boxMaxSize=length(boxEdges);\nfloat d1=dot(Proximity_Center-Active_Face_Center,Active_Face_Dir);\nvec3 blob1=Proximity_Center-d1*Active_Face_Dir;\nfloat d2=dot(Proximity_Center_2-Active_Face_Center,Active_Face_Dir);\nvec3 blob2=Proximity_Center_2-d2*Active_Face_Dir;\nvec3 delta1=blob1-Active_Face_Center;\nvec3 delta2=blob2-Active_Face_Center;\nfloat dist1=dot(delta1,delta1);\nfloat dist2=dot(delta2,delta2);\nfloat nearestProxDist=sqrt(min(dist1,dist2));\nWidth=Input_Width*(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));\n}\nvoid Object_To_World_Dir_B67(\nvec3 Dir_Object,\nout vec3 Dir_World)\n{\nDir_World=(world*vec4(Dir_Object,0.0)).xyz;\n}\nvoid main()\n{\nvec3 Active_Face_Center_Q49;\nActive_Face_Center_Q49=(world*vec4(_Active_Face_Dir_*0.5,1.0)).xyz;\nvec3 Blob_Position_Q41= mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(Use_Global_Left_Index));\nvec3 Blob_Position_Q42= mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(Use_Global_Right_Index));\nvec3 Active_Face_Dir_Q64=normalize((world*vec4(_Active_Face_Dir_,0.0)).xyz);\nfloat Relative_Scale_Q57;\n#if RELATIVE_WIDTH\nRelative_Scale_Q57=length((world*vec4(vec3(0,1,0),0.0)).xyz);\n#else\nRelative_Scale_Q57=1.0;\n#endif\nvec3 Tangent_World_Q30;\nTangent_World_Q30=(world*vec4(tangent,0.0)).xyz;\nvec3 Binormal_World_Q31;\nBinormal_World_Q31=(world*vec4((cross(normal,tangent)),0.0)).xyz;\nvec3 Normal_World_Q60;\nNormal_World_Q60=(world*vec4(normal,0.0)).xyz;\nvec3 Result_Q18=0.5*normal;\nvec3 Dir_World_Q67;\nObject_To_World_Dir_B67(_Active_Face_Up_,Dir_World_Q67);\nfloat Product_Q56=_Edge_Width_*Relative_Scale_Q57;\nvec3 Normal_World_N_Q29=normalize(Normal_World_Q60);\nvec3 Tangent_World_N_Q28=normalize(Tangent_World_Q30);\nvec3 Binormal_World_N_Q32=normalize(Binormal_World_Q31);\nvec3 Position_Q38;\nfloat Near_Size_Q38;\nfloat Inner_Fade_Q38;\nfloat Blob_Enable_Q38;\nfloat Fade_Q38;\nfloat Pulse_Q38;\nChoose_Blob_B38(color,Blob_Position_Q41,Blob_Position_Q42,_Blob_Enable_,_Blob_Enable_2_,_Blob_Near_Size_,_Blob_Near_Size_2_,_Blob_Inner_Fade_,_Blob_Inner_Fade_2_,_Blob_Pulse_,_Blob_Pulse_2_,_Blob_Fade_,_Blob_Fade_2_,Position_Q38,Near_Size_Q38,Inner_Fade_Q38,Blob_Enable_Q38,Fade_Q38,Pulse_Q38);\nvec3 Face_Center_Q33;\nFace_Center_Q33=(world*vec4(Result_Q18,1.0)).xyz;\nvec2 Face_Size_Q50=vec2(length(Tangent_World_Q30),length(Binormal_World_Q31));\nfloat Show_Selection_Q48;\nSelection_Vertex_B48(Blob_Position_Q41,Blob_Position_Q42,Face_Center_Q33,Face_Size_Q50,Normal_World_N_Q29,Tangent_World_N_Q28,Binormal_World_N_Q32,_Selection_Fuzz_,_Selected_,_Selected_Distance_,_Selected_Fade_Length_,Active_Face_Dir_Q64,Show_Selection_Q48);\nvec3 Normalized_Q72=normalize(Dir_World_Q67);\nfloat Active_Q34=max(0.0,dot(Active_Face_Dir_Q64,Normal_World_N_Q29));\nfloat Width_Q54;\nProximity_Visibility_B54(Show_Selection_Q48,Blob_Position_Q41,Blob_Position_Q42,Product_Q56,_Proximity_Far_Distance_,_Proximity_Near_Radius_,Active_Face_Center_Q49,Active_Face_Dir_Q64,Width_Q54);\nvec3 Wire_Vx_Pos_Q51;\nvec2 UV_Q51;\nvec2 Widths_Q51;\nWireframe_Vertex_B51(position,normal,tangent,(cross(normal,tangent)),Width_Q54,Face_Size_Q50,Wire_Vx_Pos_Q51,UV_Q51,Widths_Q51);\nvec3 Vec3_Q27=vec3(Widths_Q51.x,Widths_Q51.y,color.r);\nvec3 Pos_World_Q13;\nObject_To_World_Pos_B13(Wire_Vx_Pos_Q51,Pos_World_Q13);\nvec3 Incident_Q36=normalize(Pos_World_Q13-cameraPosition);\nvec3 Out_Position_Q47;\nvec2 Out_UV_Q47;\nvec3 Blob_Info_Q47;\nBlob_Vertex_B47(Pos_World_Q13,Normal_World_N_Q29,Tangent_World_N_Q28,Binormal_World_N_Q32,Position_Q38,_Blob_Intensity_,Near_Size_Q38,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,color,uv,Face_Center_Q33,Face_Size_Q50,UV_Q51,_Blob_Fade_Length_,_Selection_Fade_,_Selection_Fade_Size_,Inner_Fade_Q38,Active_Face_Center_Q49,Pulse_Q38,Fade_Q38,Blob_Enable_Q38,Out_Position_Q47,Out_UV_Q47,Blob_Info_Q47);\nvec4 Extra1_Q66;\nfloat Distance_To_Face_Q66;\nfloat Intensity_Q66;\nProximity_Vertex_B66(Blob_Position_Q41,Blob_Position_Q42,Active_Face_Center_Q49,Active_Face_Dir_Q64,Pos_World_Q13,_Proximity_Far_Distance_,Relative_Scale_Q57,_Proximity_Anisotropy_,Normalized_Q72,Extra1_Q66,Distance_To_Face_Q66,Intensity_Q66);\nvec4 Holo_Edges_Q44;\nHolo_Edge_Vertex_B44(Incident_Q36,Normal_World_N_Q29,uv,Tangent_World_Q30,Binormal_World_Q31,_Smooth_Active_Face_,Active_Q34,Holo_Edges_Q44);\nvec3 Vec3_Q19=vec3(Show_Selection_Q48,Distance_To_Face_Q66,Intensity_Q66);\nvec3 Position=Out_Position_Q47;\nvec2 UV=Out_UV_Q47;\nvec3 Tangent=Blob_Info_Q47;\nvec3 Binormal=Vec3_Q19;\nvec3 Normal=Vec3_Q27;\nvec4 Extra1=Extra1_Q66;\nvec4 Color=Holo_Edges_Q44;\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvColor=Color;\nvExtra1=Extra1;\n}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var fluentButtonVertexShader = { name: name, shader: shader };
9
9
  //# sourceMappingURL=fluentButton.vertex.js.map
@@ -1,4 +1,4 @@
1
- /**
2
- * This is here for backwards compatibility with 4.2
3
- */
4
- export { FluentMaterial } from "./fluent/fluentMaterial";
1
+ /**
2
+ * This is here for backwards compatibility with 4.2
3
+ */
4
+ export { FluentMaterial } from "./fluent/fluentMaterial";
@@ -1,5 +1,5 @@
1
- /**
2
- * This is here for backwards compatibility with 4.2
3
- */
4
- export { FluentMaterial } from "./fluent/fluentMaterial.js";
1
+ /**
2
+ * This is here for backwards compatibility with 4.2
3
+ */
4
+ export { FluentMaterial } from "./fluent/fluentMaterial";
5
5
  //# sourceMappingURL=fluentMaterial.js.map
@@ -1,68 +1,68 @@
1
- import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
2
- import { Scene } from "@babylonjs/core/scene.js";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
- import "./shaders/handle.vertex";
6
- import "./shaders/handle.fragment";
7
- /**
8
- * Class used to render gizmo handles with fluent design
9
- */
10
- export declare class HandleMaterial extends ShaderMaterial {
11
- private _hover;
12
- private _drag;
13
- private _onBeforeRender;
14
- private _color;
15
- private _scale;
16
- private _targetColor;
17
- private _targetScale;
18
- private _lastTick;
19
- /**
20
- * Is the material indicating hovering state
21
- */
22
- get hover(): boolean;
23
- set hover(b: boolean);
24
- /**
25
- * Is the material indicating drag state
26
- */
27
- get drag(): boolean;
28
- set drag(b: boolean);
29
- /**
30
- * Length of animation
31
- */
32
- animationLength: number;
33
- /**
34
- * Color of the handle when hovered
35
- */
36
- hoverColor: Color3;
37
- /**
38
- * Color of the handle when idle
39
- */
40
- baseColor: Color3;
41
- /**
42
- * Scale of the handle when hovered
43
- */
44
- hoverScale: number;
45
- /**
46
- * Scale of the handle when idle
47
- */
48
- baseScale: number;
49
- /**
50
- * Scale of the handle when dragged
51
- */
52
- dragScale: number;
53
- /**
54
- * @hidden
55
- */
56
- _positionOffset: Vector3;
57
- /**
58
- * Creates a handle material
59
- * @param name Name of the material
60
- * @param scene Scene
61
- */
62
- constructor(name: string, scene: Scene);
63
- private _updateInterpolationTarget;
64
- /**
65
- * Disposes the handle material
66
- */
67
- dispose(): void;
68
- }
1
+ import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
2
+ import { Scene } from "@babylonjs/core/scene.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
+ import "./shaders/handle.vertex";
6
+ import "./shaders/handle.fragment";
7
+ /**
8
+ * Class used to render gizmo handles with fluent design
9
+ */
10
+ export declare class HandleMaterial extends ShaderMaterial {
11
+ private _hover;
12
+ private _drag;
13
+ private _onBeforeRender;
14
+ private _color;
15
+ private _scale;
16
+ private _targetColor;
17
+ private _targetScale;
18
+ private _lastTick;
19
+ /**
20
+ * Is the material indicating hovering state
21
+ */
22
+ get hover(): boolean;
23
+ set hover(b: boolean);
24
+ /**
25
+ * Is the material indicating drag state
26
+ */
27
+ get drag(): boolean;
28
+ set drag(b: boolean);
29
+ /**
30
+ * Length of animation
31
+ */
32
+ animationLength: number;
33
+ /**
34
+ * Color of the handle when hovered
35
+ */
36
+ hoverColor: Color3;
37
+ /**
38
+ * Color of the handle when idle
39
+ */
40
+ baseColor: Color3;
41
+ /**
42
+ * Scale of the handle when hovered
43
+ */
44
+ hoverScale: number;
45
+ /**
46
+ * Scale of the handle when idle
47
+ */
48
+ baseScale: number;
49
+ /**
50
+ * Scale of the handle when dragged
51
+ */
52
+ dragScale: number;
53
+ /**
54
+ * @hidden
55
+ */
56
+ _positionOffset: Vector3;
57
+ /**
58
+ * Creates a handle material
59
+ * @param name Name of the material
60
+ * @param scene Scene
61
+ */
62
+ constructor(name: string, scene: Scene);
63
+ private _updateInterpolationTarget;
64
+ /**
65
+ * Disposes the handle material
66
+ */
67
+ dispose(): void;
68
+ }
@@ -1,127 +1,127 @@
1
- import { __extends } from "tslib";
2
- import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
3
- import { Color3, TmpColors } from "@babylonjs/core/Maths/math.color.js";
4
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
- import "./shaders/handle.vertex.js";
6
- import "./shaders/handle.fragment.js";
7
- /**
8
- * Class used to render gizmo handles with fluent design
9
- */
10
- var HandleMaterial = /** @class */ (function (_super) {
11
- __extends(HandleMaterial, _super);
12
- /**
13
- * Creates a handle material
14
- * @param name Name of the material
15
- * @param scene Scene
16
- */
17
- function HandleMaterial(name, scene) {
18
- var _this = _super.call(this, name, scene, "handle", {
19
- attributes: ["position"],
20
- uniforms: ["worldViewProjection", "color", "scale", "positionOffset"],
21
- needAlphaBlending: false,
22
- needAlphaTesting: false,
23
- }) || this;
24
- _this._hover = false;
25
- _this._drag = false;
26
- _this._color = new Color3();
27
- _this._scale = 1;
28
- _this._lastTick = -1;
29
- /**
30
- * Length of animation
31
- */
32
- _this.animationLength = 100;
33
- /**
34
- * Color of the handle when hovered
35
- */
36
- _this.hoverColor = new Color3(0, 0.467, 0.84);
37
- /**
38
- * Color of the handle when idle
39
- */
40
- _this.baseColor = new Color3(1, 1, 1);
41
- /**
42
- * Scale of the handle when hovered
43
- */
44
- _this.hoverScale = 0.75;
45
- /**
46
- * Scale of the handle when idle
47
- */
48
- _this.baseScale = 0.35;
49
- /**
50
- * Scale of the handle when dragged
51
- */
52
- _this.dragScale = 0.55;
53
- /**
54
- * @hidden
55
- */
56
- _this._positionOffset = Vector3.Zero();
57
- _this._updateInterpolationTarget();
58
- // Register callback for scene after render
59
- _this._lastTick = Date.now();
60
- _this._onBeforeRender = _this.getScene().onBeforeRenderObservable.add(function () {
61
- var tick = Date.now();
62
- var delta = tick - _this._lastTick;
63
- var scaleDiff = _this._targetScale - _this._scale;
64
- var colorDiff = TmpColors.Color3[0].copyFrom(_this._targetColor).subtractToRef(_this._color, TmpColors.Color3[0]);
65
- _this._scale = _this._scale + (scaleDiff * delta) / _this.animationLength;
66
- colorDiff.scaleToRef(delta / _this.animationLength, colorDiff);
67
- _this._color.addToRef(colorDiff, _this._color);
68
- _this.setColor3("color", _this._color);
69
- _this.setFloat("scale", _this._scale);
70
- _this.setVector3("positionOffset", _this._positionOffset);
71
- _this._lastTick = tick;
72
- });
73
- return _this;
74
- }
75
- Object.defineProperty(HandleMaterial.prototype, "hover", {
76
- /**
77
- * Is the material indicating hovering state
78
- */
79
- get: function () {
80
- return this._hover;
81
- },
82
- set: function (b) {
83
- this._hover = b;
84
- this._updateInterpolationTarget();
85
- },
86
- enumerable: false,
87
- configurable: true
88
- });
89
- Object.defineProperty(HandleMaterial.prototype, "drag", {
90
- /**
91
- * Is the material indicating drag state
92
- */
93
- get: function () {
94
- return this._drag;
95
- },
96
- set: function (b) {
97
- this._drag = b;
98
- this._updateInterpolationTarget();
99
- },
100
- enumerable: false,
101
- configurable: true
102
- });
103
- HandleMaterial.prototype._updateInterpolationTarget = function () {
104
- if (this.drag) {
105
- this._targetColor = this.hoverColor;
106
- this._targetScale = this.dragScale;
107
- }
108
- else if (this.hover) {
109
- this._targetColor = this.hoverColor;
110
- this._targetScale = this.hoverScale;
111
- }
112
- else {
113
- this._targetColor = this.baseColor;
114
- this._targetScale = this.baseScale;
115
- }
116
- };
117
- /**
118
- * Disposes the handle material
119
- */
120
- HandleMaterial.prototype.dispose = function () {
121
- _super.prototype.dispose.call(this);
122
- this.getScene().onBeforeRenderObservable.remove(this._onBeforeRender);
123
- };
124
- return HandleMaterial;
125
- }(ShaderMaterial));
126
- export { HandleMaterial };
1
+ import { __extends } from "tslib";
2
+ import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
3
+ import { Color3, TmpColors } from "@babylonjs/core/Maths/math.color.js";
4
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
+ import "./shaders/handle.vertex";
6
+ import "./shaders/handle.fragment";
7
+ /**
8
+ * Class used to render gizmo handles with fluent design
9
+ */
10
+ var HandleMaterial = /** @class */ (function (_super) {
11
+ __extends(HandleMaterial, _super);
12
+ /**
13
+ * Creates a handle material
14
+ * @param name Name of the material
15
+ * @param scene Scene
16
+ */
17
+ function HandleMaterial(name, scene) {
18
+ var _this = _super.call(this, name, scene, "handle", {
19
+ attributes: ["position"],
20
+ uniforms: ["worldViewProjection", "color", "scale", "positionOffset"],
21
+ needAlphaBlending: false,
22
+ needAlphaTesting: false,
23
+ }) || this;
24
+ _this._hover = false;
25
+ _this._drag = false;
26
+ _this._color = new Color3();
27
+ _this._scale = 1;
28
+ _this._lastTick = -1;
29
+ /**
30
+ * Length of animation
31
+ */
32
+ _this.animationLength = 100;
33
+ /**
34
+ * Color of the handle when hovered
35
+ */
36
+ _this.hoverColor = new Color3(0, 0.467, 0.84);
37
+ /**
38
+ * Color of the handle when idle
39
+ */
40
+ _this.baseColor = new Color3(1, 1, 1);
41
+ /**
42
+ * Scale of the handle when hovered
43
+ */
44
+ _this.hoverScale = 0.75;
45
+ /**
46
+ * Scale of the handle when idle
47
+ */
48
+ _this.baseScale = 0.35;
49
+ /**
50
+ * Scale of the handle when dragged
51
+ */
52
+ _this.dragScale = 0.55;
53
+ /**
54
+ * @hidden
55
+ */
56
+ _this._positionOffset = Vector3.Zero();
57
+ _this._updateInterpolationTarget();
58
+ // Register callback for scene after render
59
+ _this._lastTick = Date.now();
60
+ _this._onBeforeRender = _this.getScene().onBeforeRenderObservable.add(function () {
61
+ var tick = Date.now();
62
+ var delta = tick - _this._lastTick;
63
+ var scaleDiff = _this._targetScale - _this._scale;
64
+ var colorDiff = TmpColors.Color3[0].copyFrom(_this._targetColor).subtractToRef(_this._color, TmpColors.Color3[0]);
65
+ _this._scale = _this._scale + (scaleDiff * delta) / _this.animationLength;
66
+ colorDiff.scaleToRef(delta / _this.animationLength, colorDiff);
67
+ _this._color.addToRef(colorDiff, _this._color);
68
+ _this.setColor3("color", _this._color);
69
+ _this.setFloat("scale", _this._scale);
70
+ _this.setVector3("positionOffset", _this._positionOffset);
71
+ _this._lastTick = tick;
72
+ });
73
+ return _this;
74
+ }
75
+ Object.defineProperty(HandleMaterial.prototype, "hover", {
76
+ /**
77
+ * Is the material indicating hovering state
78
+ */
79
+ get: function () {
80
+ return this._hover;
81
+ },
82
+ set: function (b) {
83
+ this._hover = b;
84
+ this._updateInterpolationTarget();
85
+ },
86
+ enumerable: false,
87
+ configurable: true
88
+ });
89
+ Object.defineProperty(HandleMaterial.prototype, "drag", {
90
+ /**
91
+ * Is the material indicating drag state
92
+ */
93
+ get: function () {
94
+ return this._drag;
95
+ },
96
+ set: function (b) {
97
+ this._drag = b;
98
+ this._updateInterpolationTarget();
99
+ },
100
+ enumerable: false,
101
+ configurable: true
102
+ });
103
+ HandleMaterial.prototype._updateInterpolationTarget = function () {
104
+ if (this.drag) {
105
+ this._targetColor = this.hoverColor;
106
+ this._targetScale = this.dragScale;
107
+ }
108
+ else if (this.hover) {
109
+ this._targetColor = this.hoverColor;
110
+ this._targetScale = this.hoverScale;
111
+ }
112
+ else {
113
+ this._targetColor = this.baseColor;
114
+ this._targetScale = this.baseScale;
115
+ }
116
+ };
117
+ /**
118
+ * Disposes the handle material
119
+ */
120
+ HandleMaterial.prototype.dispose = function () {
121
+ _super.prototype.dispose.call(this);
122
+ this.getScene().onBeforeRenderObservable.remove(this._onBeforeRender);
123
+ };
124
+ return HandleMaterial;
125
+ }(ShaderMaterial));
126
+ export { HandleMaterial };
127
127
  //# sourceMappingURL=handleMaterial.js.map
@@ -1 +1 @@
1
- export * from "./handleMaterial";
1
+ export * from "./handleMaterial";
@@ -1,2 +1,2 @@
1
- export * from "./handleMaterial.js";
1
+ export * from "./handleMaterial";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const handlePixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const handlePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
1
- // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "handlePixelShader";
4
- var shader = "uniform vec3 color;\nvoid main(void) {\ngl_FragColor=vec4(color,1.0);\n}";
5
- // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
8
- export var handlePixelShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "handlePixelShader";
4
+ var shader = "uniform vec3 color;\nvoid main(void) {\ngl_FragColor=vec4(color,1.0);\n}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var handlePixelShader = { name: name, shader: shader };
9
9
  //# sourceMappingURL=handle.fragment.js.map
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const handleVertexShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const handleVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
1
- // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "handleVertexShader";
4
- 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}";
5
- // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
8
- export var handleVertexShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "handleVertexShader";
4
+ 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}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var handleVertexShader = { name: name, shader: shader };
9
9
  //# sourceMappingURL=handle.vertex.js.map
@@ -1,5 +1,5 @@
1
- export * from "./fluent/index";
2
- export * from "./fluentButton/index";
3
- export * from "./fluentBackplate/index";
4
- export * from "./handle/index";
5
- export * from "./mrdl/index";
1
+ export * from "./fluent/index";
2
+ export * from "./fluentButton/index";
3
+ export * from "./fluentBackplate/index";
4
+ export * from "./handle/index";
5
+ export * from "./mrdl/index";