@babylonjs/gui 5.21.0 → 5.23.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (178) hide show
  1. package/2D/adtInstrumentation.js +70 -90
  2. package/2D/adtInstrumentation.js.map +1 -1
  3. package/2D/advancedDynamicTexture.d.ts +12 -0
  4. package/2D/advancedDynamicTexture.js +569 -622
  5. package/2D/advancedDynamicTexture.js.map +1 -1
  6. package/2D/controls/button.js +76 -90
  7. package/2D/controls/button.js.map +1 -1
  8. package/2D/controls/checkbox.js +86 -106
  9. package/2D/controls/checkbox.js.map +1 -1
  10. package/2D/controls/colorpicker.js +395 -415
  11. package/2D/controls/colorpicker.js.map +1 -1
  12. package/2D/controls/container.js +187 -230
  13. package/2D/controls/container.js.map +1 -1
  14. package/2D/controls/control.js +1067 -1353
  15. package/2D/controls/control.js.map +1 -1
  16. package/2D/controls/displayGrid.js +152 -196
  17. package/2D/controls/displayGrid.js.map +1 -1
  18. package/2D/controls/ellipse.js +32 -40
  19. package/2D/controls/ellipse.js.map +1 -1
  20. package/2D/controls/focusableButton.js +30 -35
  21. package/2D/controls/focusableButton.js.map +1 -1
  22. package/2D/controls/grid.js +172 -212
  23. package/2D/controls/grid.js.map +1 -1
  24. package/2D/controls/image.js +489 -592
  25. package/2D/controls/image.js.map +1 -1
  26. package/2D/controls/inputPassword.js +9 -16
  27. package/2D/controls/inputPassword.js.map +1 -1
  28. package/2D/controls/inputText.js +380 -467
  29. package/2D/controls/inputText.js.map +1 -1
  30. package/2D/controls/inputTextArea.js +234 -273
  31. package/2D/controls/inputTextArea.js.map +1 -1
  32. package/2D/controls/line.js +147 -198
  33. package/2D/controls/line.js.map +1 -1
  34. package/2D/controls/multiLine.js +87 -113
  35. package/2D/controls/multiLine.js.map +1 -1
  36. package/2D/controls/radioButton.js +106 -127
  37. package/2D/controls/radioButton.js.map +1 -1
  38. package/2D/controls/rectangle.js +60 -72
  39. package/2D/controls/rectangle.js.map +1 -1
  40. package/2D/controls/scrollViewers/scrollViewer.js +439 -543
  41. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  42. package/2D/controls/scrollViewers/scrollViewerWindow.js +99 -118
  43. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  44. package/2D/controls/selector.js +241 -329
  45. package/2D/controls/selector.js.map +1 -1
  46. package/2D/controls/sliders/baseSlider.js +182 -230
  47. package/2D/controls/sliders/baseSlider.js.map +1 -1
  48. package/2D/controls/sliders/imageBasedSlider.js +86 -109
  49. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  50. package/2D/controls/sliders/imageScrollBar.js +148 -178
  51. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  52. package/2D/controls/sliders/scrollBar.js +64 -80
  53. package/2D/controls/sliders/scrollBar.js.map +1 -1
  54. package/2D/controls/sliders/slider.js +91 -115
  55. package/2D/controls/sliders/slider.js.map +1 -1
  56. package/2D/controls/stackPanel.js +114 -135
  57. package/2D/controls/stackPanel.js.map +1 -1
  58. package/2D/controls/statics.js +5 -5
  59. package/2D/controls/statics.js.map +1 -1
  60. package/2D/controls/textBlock.js +322 -384
  61. package/2D/controls/textBlock.js.map +1 -1
  62. package/2D/controls/textWrapper.js +27 -41
  63. package/2D/controls/textWrapper.js.map +1 -1
  64. package/2D/controls/toggleButton.js +105 -121
  65. package/2D/controls/toggleButton.js.map +1 -1
  66. package/2D/controls/virtualKeyboard.js +101 -123
  67. package/2D/controls/virtualKeyboard.js.map +1 -1
  68. package/2D/math2D.js +62 -70
  69. package/2D/math2D.js.map +1 -1
  70. package/2D/measure.js +30 -32
  71. package/2D/measure.js.map +1 -1
  72. package/2D/multiLinePoint.js +71 -89
  73. package/2D/multiLinePoint.js.map +1 -1
  74. package/2D/style.js +55 -73
  75. package/2D/style.js.map +1 -1
  76. package/2D/valueAndUnit.js +71 -104
  77. package/2D/valueAndUnit.js.map +1 -1
  78. package/2D/xmlLoader.js +70 -84
  79. package/2D/xmlLoader.js.map +1 -1
  80. package/3D/behaviors/defaultBehavior.js +40 -59
  81. package/3D/behaviors/defaultBehavior.js.map +1 -1
  82. package/3D/controls/abstractButton3D.js +8 -12
  83. package/3D/controls/abstractButton3D.js.map +1 -1
  84. package/3D/controls/button3D.js +30 -35
  85. package/3D/controls/button3D.js.map +1 -1
  86. package/3D/controls/container3D.js +57 -71
  87. package/3D/controls/container3D.js.map +1 -1
  88. package/3D/controls/contentDisplay3D.js +47 -60
  89. package/3D/controls/contentDisplay3D.js.map +1 -1
  90. package/3D/controls/control3D.js +123 -158
  91. package/3D/controls/control3D.js.map +1 -1
  92. package/3D/controls/cylinderPanel.js +28 -38
  93. package/3D/controls/cylinderPanel.js.map +1 -1
  94. package/3D/controls/handMenu.js +20 -29
  95. package/3D/controls/handMenu.js.map +1 -1
  96. package/3D/controls/holographicBackplate.js +52 -72
  97. package/3D/controls/holographicBackplate.js.map +1 -1
  98. package/3D/controls/holographicButton.js +160 -200
  99. package/3D/controls/holographicButton.js.map +1 -1
  100. package/3D/controls/holographicSlate.js +176 -206
  101. package/3D/controls/holographicSlate.js.map +1 -1
  102. package/3D/controls/meshButton3D.js +24 -30
  103. package/3D/controls/meshButton3D.js.map +1 -1
  104. package/3D/controls/nearMenu.js +57 -71
  105. package/3D/controls/nearMenu.js.map +1 -1
  106. package/3D/controls/planePanel.js +6 -13
  107. package/3D/controls/planePanel.js.map +1 -1
  108. package/3D/controls/scatterPanel.js +43 -54
  109. package/3D/controls/scatterPanel.js.map +1 -1
  110. package/3D/controls/slider3D.js +168 -222
  111. package/3D/controls/slider3D.js.map +1 -1
  112. package/3D/controls/spherePanel.js +29 -39
  113. package/3D/controls/spherePanel.js.map +1 -1
  114. package/3D/controls/stackPanel3D.js +36 -49
  115. package/3D/controls/stackPanel3D.js.map +1 -1
  116. package/3D/controls/touchButton3D.js +126 -154
  117. package/3D/controls/touchButton3D.js.map +1 -1
  118. package/3D/controls/touchHolographicButton.js +223 -272
  119. package/3D/controls/touchHolographicButton.js.map +1 -1
  120. package/3D/controls/touchHolographicMenu.js +55 -66
  121. package/3D/controls/touchHolographicMenu.js.map +1 -1
  122. package/3D/controls/touchMeshButton3D.js +24 -30
  123. package/3D/controls/touchMeshButton3D.js.map +1 -1
  124. package/3D/controls/volumeBasedPanel.js +85 -107
  125. package/3D/controls/volumeBasedPanel.js.map +1 -1
  126. package/3D/gizmos/gizmoHandle.js +68 -103
  127. package/3D/gizmos/gizmoHandle.js.map +1 -1
  128. package/3D/gizmos/slateGizmo.js +165 -182
  129. package/3D/gizmos/slateGizmo.js.map +1 -1
  130. package/3D/gui3DManager.js +76 -101
  131. package/3D/gui3DManager.js.map +1 -1
  132. package/3D/materials/fluent/fluentMaterial.js +110 -119
  133. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  134. package/3D/materials/fluent/shaders/fluent.fragment.js +20 -3
  135. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  136. package/3D/materials/fluent/shaders/fluent.vertex.js +11 -3
  137. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  138. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +168 -177
  139. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  140. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +9 -3
  141. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  142. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +15 -3
  143. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  144. package/3D/materials/fluentButton/fluentButtonMaterial.js +205 -213
  145. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  146. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +6 -3
  147. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  148. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +6 -3
  149. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  150. package/3D/materials/handle/handleMaterial.js +56 -69
  151. package/3D/materials/handle/handleMaterial.js.map +1 -1
  152. package/3D/materials/handle/shaders/handle.fragment.js +3 -3
  153. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  154. package/3D/materials/handle/shaders/handle.vertex.js +3 -3
  155. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  156. package/3D/materials/mrdl/mrdlBackplateMaterial.js +158 -166
  157. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  158. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +322 -330
  159. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  160. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +322 -330
  161. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  162. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +9 -3
  163. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  164. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +6 -3
  165. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  166. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +24 -3
  167. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  168. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +12 -3
  169. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  170. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +24 -3
  171. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  172. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +12 -3
  173. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  174. package/3D/vector3WithInfo.js +6 -12
  175. package/3D/vector3WithInfo.js.map +1 -1
  176. package/legacy/legacy.js +1 -1
  177. package/legacy/legacy.js.map +1 -1
  178. package/package.json +3 -6
@@ -1,4 +1,4 @@
1
- import { __decorate, __extends } from "tslib";
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
2
  import { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
4
4
  import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
@@ -10,88 +10,82 @@ import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
10
10
  import "./shaders/fluent.vertex.js";
11
11
  import "./shaders/fluent.fragment.js";
12
12
  /** @hidden */
13
- var FluentMaterialDefines = /** @class */ (function (_super) {
14
- __extends(FluentMaterialDefines, _super);
15
- function FluentMaterialDefines() {
16
- var _this = _super.call(this) || this;
17
- _this.INNERGLOW = false;
18
- _this.BORDER = false;
19
- _this.HOVERLIGHT = false;
20
- _this.TEXTURE = false;
21
- _this.rebuild();
22
- return _this;
13
+ export class FluentMaterialDefines extends MaterialDefines {
14
+ constructor() {
15
+ super();
16
+ this.INNERGLOW = false;
17
+ this.BORDER = false;
18
+ this.HOVERLIGHT = false;
19
+ this.TEXTURE = false;
20
+ this.rebuild();
23
21
  }
24
- return FluentMaterialDefines;
25
- }(MaterialDefines));
26
- export { FluentMaterialDefines };
22
+ }
27
23
  /**
28
24
  * Class used to render controls with fluent design
29
25
  */
30
- var FluentMaterial = /** @class */ (function (_super) {
31
- __extends(FluentMaterial, _super);
26
+ export class FluentMaterial extends PushMaterial {
32
27
  /**
33
28
  * Creates a new Fluent material
34
29
  * @param name defines the name of the material
35
30
  * @param scene defines the hosting scene
36
31
  */
37
- function FluentMaterial(name, scene) {
38
- var _this = _super.call(this, name, scene) || this;
32
+ constructor(name, scene) {
33
+ super(name, scene);
39
34
  /**
40
35
  * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)
41
36
  */
42
- _this.innerGlowColorIntensity = 0.5;
37
+ this.innerGlowColorIntensity = 0.5;
43
38
  /**
44
39
  * Gets or sets the inner glow color (white by default)
45
40
  */
46
- _this.innerGlowColor = new Color3(1.0, 1.0, 1.0);
41
+ this.innerGlowColor = new Color3(1.0, 1.0, 1.0);
47
42
  /**
48
43
  * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))
49
44
  */
50
- _this.albedoColor = new Color3(0.3, 0.35, 0.4);
45
+ this.albedoColor = new Color3(0.3, 0.35, 0.4);
51
46
  /**
52
47
  * Gets or sets a boolean indicating if borders must be rendered (default is false)
53
48
  */
54
- _this.renderBorders = false;
49
+ this.renderBorders = false;
55
50
  /**
56
51
  * Gets or sets border width (default is 0.5)
57
52
  */
58
- _this.borderWidth = 0.5;
53
+ this.borderWidth = 0.5;
59
54
  /**
60
55
  * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)
61
56
  */
62
- _this.edgeSmoothingValue = 0.02;
57
+ this.edgeSmoothingValue = 0.02;
63
58
  /**
64
59
  * Gets or sets the minimum value that can be applied to border width (default is 0.1)
65
60
  */
66
- _this.borderMinValue = 0.1;
61
+ this.borderMinValue = 0.1;
67
62
  /**
68
63
  * Gets or sets a boolean indicating if hover light must be rendered (default is false)
69
64
  */
70
- _this.renderHoverLight = false;
65
+ this.renderHoverLight = false;
71
66
  /**
72
67
  * Gets or sets the radius used to render the hover light (default is 0.01)
73
68
  */
74
- _this.hoverRadius = 0.01;
69
+ this.hoverRadius = 0.01;
75
70
  /**
76
71
  * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))
77
72
  */
78
- _this.hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);
73
+ this.hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);
79
74
  /**
80
75
  * Gets or sets the hover light position in world space (default is Vector3.Zero())
81
76
  */
82
- _this.hoverPosition = Vector3.Zero();
83
- return _this;
77
+ this.hoverPosition = Vector3.Zero();
84
78
  }
85
- FluentMaterial.prototype.needAlphaBlending = function () {
79
+ needAlphaBlending() {
86
80
  return this.alpha !== 1.0;
87
- };
88
- FluentMaterial.prototype.needAlphaTesting = function () {
81
+ }
82
+ needAlphaTesting() {
89
83
  return false;
90
- };
91
- FluentMaterial.prototype.getAlphaTestTexture = function () {
84
+ }
85
+ getAlphaTestTexture() {
92
86
  return null;
93
- };
94
- FluentMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh) {
87
+ }
88
+ isReadyForSubMesh(mesh, subMesh) {
95
89
  if (this.isFrozen) {
96
90
  if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
97
91
  return true;
@@ -100,8 +94,8 @@ var FluentMaterial = /** @class */ (function (_super) {
100
94
  if (!subMesh.materialDefines) {
101
95
  subMesh.materialDefines = new FluentMaterialDefines();
102
96
  }
103
- var scene = this.getScene();
104
- var defines = subMesh.materialDefines;
97
+ const scene = this.getScene();
98
+ const defines = subMesh.materialDefines;
105
99
  if (!this.checkReadyOnEveryCall && subMesh.effect) {
106
100
  if (defines._renderId === scene.getRenderId()) {
107
101
  return true;
@@ -123,17 +117,17 @@ var FluentMaterial = /** @class */ (function (_super) {
123
117
  defines.TEXTURE = false;
124
118
  }
125
119
  }
126
- var engine = scene.getEngine();
120
+ const engine = scene.getEngine();
127
121
  // Get correct effect
128
122
  if (defines.isDirty) {
129
123
  defines.markAsProcessed();
130
124
  scene.resetCachedMaterial();
131
125
  //Attributes
132
- var attribs = [VertexBuffer.PositionKind];
126
+ const attribs = [VertexBuffer.PositionKind];
133
127
  attribs.push(VertexBuffer.NormalKind);
134
128
  attribs.push(VertexBuffer.UVKind);
135
- var shaderName = "fluent";
136
- var uniforms = [
129
+ const shaderName = "fluent";
130
+ const uniforms = [
137
131
  "world",
138
132
  "viewProjection",
139
133
  "innerGlowColor",
@@ -147,8 +141,8 @@ var FluentMaterial = /** @class */ (function (_super) {
147
141
  "hoverRadius",
148
142
  "textureMatrix",
149
143
  ];
150
- var samplers = ["albedoSampler"];
151
- var uniformBuffers = new Array();
144
+ const samplers = ["albedoSampler"];
145
+ const uniformBuffers = new Array();
152
146
  MaterialHelper.PrepareUniformsAndSamplersList({
153
147
  uniformsNames: uniforms,
154
148
  uniformBuffersNames: uniformBuffers,
@@ -156,7 +150,7 @@ var FluentMaterial = /** @class */ (function (_super) {
156
150
  defines: defines,
157
151
  maxSimultaneousLights: 4,
158
152
  });
159
- var join = defines.toString();
153
+ const join = defines.toString();
160
154
  subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
161
155
  attributes: attribs,
162
156
  uniformsNames: uniforms,
@@ -175,14 +169,14 @@ var FluentMaterial = /** @class */ (function (_super) {
175
169
  defines._renderId = scene.getRenderId();
176
170
  subMesh.effect._wasPreviouslyReady = true;
177
171
  return true;
178
- };
179
- FluentMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
180
- var scene = this.getScene();
181
- var defines = subMesh.materialDefines;
172
+ }
173
+ bindForSubMesh(world, mesh, subMesh) {
174
+ const scene = this.getScene();
175
+ const defines = subMesh.materialDefines;
182
176
  if (!defines) {
183
177
  return;
184
178
  }
185
- var effect = subMesh.effect;
179
+ const effect = subMesh.effect;
186
180
  if (!effect) {
187
181
  return;
188
182
  }
@@ -209,85 +203,82 @@ var FluentMaterial = /** @class */ (function (_super) {
209
203
  }
210
204
  if (defines.TEXTURE && this._albedoTexture) {
211
205
  this._activeEffect.setTexture("albedoSampler", this._albedoTexture);
212
- var matrix = this._albedoTexture.getTextureMatrix();
206
+ const matrix = this._albedoTexture.getTextureMatrix();
213
207
  this._activeEffect.setMatrix("textureMatrix", matrix);
214
208
  }
215
209
  }
216
210
  this._afterBind(mesh, this._activeEffect);
217
- };
218
- FluentMaterial.prototype.getActiveTextures = function () {
219
- var activeTextures = _super.prototype.getActiveTextures.call(this);
211
+ }
212
+ getActiveTextures() {
213
+ const activeTextures = super.getActiveTextures();
220
214
  return activeTextures;
221
- };
222
- FluentMaterial.prototype.hasTexture = function (texture) {
223
- if (_super.prototype.hasTexture.call(this, texture)) {
215
+ }
216
+ hasTexture(texture) {
217
+ if (super.hasTexture(texture)) {
224
218
  return true;
225
219
  }
226
220
  return false;
227
- };
228
- FluentMaterial.prototype.dispose = function (forceDisposeEffect) {
229
- _super.prototype.dispose.call(this, forceDisposeEffect);
230
- };
231
- FluentMaterial.prototype.clone = function (name) {
232
- var _this = this;
233
- return SerializationHelper.Clone(function () { return new FluentMaterial(name, _this.getScene()); }, this);
234
- };
235
- FluentMaterial.prototype.serialize = function () {
236
- var serializationObject = _super.prototype.serialize.call(this);
221
+ }
222
+ dispose(forceDisposeEffect) {
223
+ super.dispose(forceDisposeEffect);
224
+ }
225
+ clone(name) {
226
+ return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);
227
+ }
228
+ serialize() {
229
+ const serializationObject = super.serialize();
237
230
  serializationObject.customType = "BABYLON.GUI.FluentMaterial";
238
231
  return serializationObject;
239
- };
240
- FluentMaterial.prototype.getClassName = function () {
232
+ }
233
+ getClassName() {
241
234
  return "FluentMaterial";
242
- };
235
+ }
243
236
  // Statics
244
- FluentMaterial.Parse = function (source, scene, rootUrl) {
245
- return SerializationHelper.Parse(function () { return new FluentMaterial(source.name, scene); }, source, scene, rootUrl);
246
- };
247
- __decorate([
248
- serialize(),
249
- expandToProperty("_markAllSubMeshesAsTexturesDirty")
250
- ], FluentMaterial.prototype, "innerGlowColorIntensity", void 0);
251
- __decorate([
252
- serializeAsColor3()
253
- ], FluentMaterial.prototype, "innerGlowColor", void 0);
254
- __decorate([
255
- serializeAsColor3()
256
- ], FluentMaterial.prototype, "albedoColor", void 0);
257
- __decorate([
258
- serialize(),
259
- expandToProperty("_markAllSubMeshesAsTexturesDirty")
260
- ], FluentMaterial.prototype, "renderBorders", void 0);
261
- __decorate([
262
- serialize()
263
- ], FluentMaterial.prototype, "borderWidth", void 0);
264
- __decorate([
265
- serialize()
266
- ], FluentMaterial.prototype, "edgeSmoothingValue", void 0);
267
- __decorate([
268
- serialize()
269
- ], FluentMaterial.prototype, "borderMinValue", void 0);
270
- __decorate([
271
- serialize(),
272
- expandToProperty("_markAllSubMeshesAsTexturesDirty")
273
- ], FluentMaterial.prototype, "renderHoverLight", void 0);
274
- __decorate([
275
- serialize()
276
- ], FluentMaterial.prototype, "hoverRadius", void 0);
277
- __decorate([
278
- serializeAsColor4()
279
- ], FluentMaterial.prototype, "hoverColor", void 0);
280
- __decorate([
281
- serializeAsVector3()
282
- ], FluentMaterial.prototype, "hoverPosition", void 0);
283
- __decorate([
284
- serializeAsTexture("albedoTexture")
285
- ], FluentMaterial.prototype, "_albedoTexture", void 0);
286
- __decorate([
287
- expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
288
- ], FluentMaterial.prototype, "albedoTexture", void 0);
289
- return FluentMaterial;
290
- }(PushMaterial));
291
- export { FluentMaterial };
237
+ static Parse(source, scene, rootUrl) {
238
+ return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);
239
+ }
240
+ }
241
+ __decorate([
242
+ serialize(),
243
+ expandToProperty("_markAllSubMeshesAsTexturesDirty")
244
+ ], FluentMaterial.prototype, "innerGlowColorIntensity", void 0);
245
+ __decorate([
246
+ serializeAsColor3()
247
+ ], FluentMaterial.prototype, "innerGlowColor", void 0);
248
+ __decorate([
249
+ serializeAsColor3()
250
+ ], FluentMaterial.prototype, "albedoColor", void 0);
251
+ __decorate([
252
+ serialize(),
253
+ expandToProperty("_markAllSubMeshesAsTexturesDirty")
254
+ ], FluentMaterial.prototype, "renderBorders", void 0);
255
+ __decorate([
256
+ serialize()
257
+ ], FluentMaterial.prototype, "borderWidth", void 0);
258
+ __decorate([
259
+ serialize()
260
+ ], FluentMaterial.prototype, "edgeSmoothingValue", void 0);
261
+ __decorate([
262
+ serialize()
263
+ ], FluentMaterial.prototype, "borderMinValue", void 0);
264
+ __decorate([
265
+ serialize(),
266
+ expandToProperty("_markAllSubMeshesAsTexturesDirty")
267
+ ], FluentMaterial.prototype, "renderHoverLight", void 0);
268
+ __decorate([
269
+ serialize()
270
+ ], FluentMaterial.prototype, "hoverRadius", void 0);
271
+ __decorate([
272
+ serializeAsColor4()
273
+ ], FluentMaterial.prototype, "hoverColor", void 0);
274
+ __decorate([
275
+ serializeAsVector3()
276
+ ], FluentMaterial.prototype, "hoverPosition", void 0);
277
+ __decorate([
278
+ serializeAsTexture("albedoTexture")
279
+ ], FluentMaterial.prototype, "_albedoTexture", void 0);
280
+ __decorate([
281
+ expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
282
+ ], FluentMaterial.prototype, "albedoTexture", void 0);
292
283
  RegisterClass("BABYLON.GUI.FluentMaterial", FluentMaterial);
293
284
  //# sourceMappingURL=fluentMaterial.js.map
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"./shaders/fluent.vertex\";\r\nimport \"./shaders/fluent.fragment\";\r\n\r\n/** @hidden */\r\nexport class FluentMaterialDefines extends MaterialDefines {\r\n public INNERGLOW = false;\r\n public BORDER = false;\r\n public HOVERLIGHT = false;\r\n public TEXTURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render controls with fluent design\r\n */\r\nexport class FluentMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public innerGlowColorIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the inner glow color (white by default)\r\n */\r\n @serializeAsColor3()\r\n public innerGlowColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))\r\n */\r\n @serializeAsColor3()\r\n public albedoColor = new Color3(0.3, 0.35, 0.4);\r\n\r\n /**\r\n * Gets or sets a boolean indicating if borders must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderBorders = false;\r\n\r\n /**\r\n * Gets or sets border width (default is 0.5)\r\n */\r\n @serialize()\r\n public borderWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)\r\n */\r\n @serialize()\r\n public edgeSmoothingValue = 0.02;\r\n\r\n /**\r\n * Gets or sets the minimum value that can be applied to border width (default is 0.1)\r\n */\r\n @serialize()\r\n public borderMinValue = 0.1;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if hover light must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderHoverLight = false;\r\n\r\n /**\r\n * Gets or sets the radius used to render the hover light (default is 0.01)\r\n */\r\n @serialize()\r\n public hoverRadius = 0.01;\r\n\r\n /**\r\n * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))\r\n */\r\n @serializeAsColor4()\r\n public hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Gets or sets the hover light position in world space (default is Vector3.Zero())\r\n */\r\n @serializeAsVector3()\r\n public hoverPosition = Vector3.Zero();\r\n\r\n @serializeAsTexture(\"albedoTexture\")\r\n private _albedoTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the texture to use for albedo color */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Creates a new Fluent material\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha !== 1.0;\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 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 FluentMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.INNERGLOW = this.innerGlowColorIntensity > 0;\r\n defines.BORDER = this.renderBorders;\r\n defines.HOVERLIGHT = this.renderHoverLight;\r\n\r\n if (this._albedoTexture) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines.TEXTURE = true;\r\n }\r\n } else {\r\n defines.TEXTURE = false;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n attribs.push(VertexBuffer.NormalKind);\r\n attribs.push(VertexBuffer.UVKind);\r\n\r\n const shaderName = \"fluent\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"innerGlowColor\",\r\n \"albedoColor\",\r\n \"borderWidth\",\r\n \"edgeSmoothingValue\",\r\n \"scaleFactor\",\r\n \"borderMinValue\",\r\n \"hoverColor\",\r\n \"hoverPosition\",\r\n \"hoverRadius\",\r\n \"textureMatrix\",\r\n ];\r\n\r\n const samplers = [\"albedoSampler\"];\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 const join = defines.toString();\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: null,\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 this._materialContext\r\n );\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 scene = this.getScene();\r\n\r\n const defines = <FluentMaterialDefines>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 this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor4(\"albedoColor\", this.albedoColor, this.alpha);\r\n\r\n if (defines.INNERGLOW) {\r\n this._activeEffect.setColor4(\"innerGlowColor\", this.innerGlowColor, this.innerGlowColorIntensity);\r\n }\r\n\r\n if (defines.BORDER) {\r\n this._activeEffect.setFloat(\"borderWidth\", this.borderWidth);\r\n this._activeEffect.setFloat(\"edgeSmoothingValue\", this.edgeSmoothingValue);\r\n this._activeEffect.setFloat(\"borderMinValue\", this.borderMinValue);\r\n\r\n mesh.getBoundingInfo().boundingBox.extendSize.multiplyToRef(mesh.scaling, TmpVectors.Vector3[0]);\r\n this._activeEffect.setVector3(\"scaleFactor\", TmpVectors.Vector3[0]);\r\n }\r\n\r\n if (defines.HOVERLIGHT) {\r\n this._activeEffect.setDirectColor4(\"hoverColor\", this.hoverColor);\r\n this._activeEffect.setFloat(\"hoverRadius\", this.hoverRadius);\r\n this._activeEffect.setVector3(\"hoverPosition\", this.hoverPosition);\r\n }\r\n\r\n if (defines.TEXTURE && this._albedoTexture) {\r\n this._activeEffect.setTexture(\"albedoSampler\", this._albedoTexture);\r\n const matrix = this._albedoTexture.getTextureMatrix();\r\n this._activeEffect.setMatrix(\"textureMatrix\", matrix);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return false;\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): FluentMaterial {\r\n return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GUI.FluentMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial {\r\n return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentMaterial\", FluentMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"./shaders/fluent.vertex\";\r\nimport \"./shaders/fluent.fragment\";\r\n\r\n/** @hidden */\r\nexport class FluentMaterialDefines extends MaterialDefines {\r\n public INNERGLOW = false;\r\n public BORDER = false;\r\n public HOVERLIGHT = false;\r\n public TEXTURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render controls with fluent design\r\n */\r\nexport class FluentMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public innerGlowColorIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the inner glow color (white by default)\r\n */\r\n @serializeAsColor3()\r\n public innerGlowColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))\r\n */\r\n @serializeAsColor3()\r\n public albedoColor = new Color3(0.3, 0.35, 0.4);\r\n\r\n /**\r\n * Gets or sets a boolean indicating if borders must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderBorders = false;\r\n\r\n /**\r\n * Gets or sets border width (default is 0.5)\r\n */\r\n @serialize()\r\n public borderWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)\r\n */\r\n @serialize()\r\n public edgeSmoothingValue = 0.02;\r\n\r\n /**\r\n * Gets or sets the minimum value that can be applied to border width (default is 0.1)\r\n */\r\n @serialize()\r\n public borderMinValue = 0.1;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if hover light must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderHoverLight = false;\r\n\r\n /**\r\n * Gets or sets the radius used to render the hover light (default is 0.01)\r\n */\r\n @serialize()\r\n public hoverRadius = 0.01;\r\n\r\n /**\r\n * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))\r\n */\r\n @serializeAsColor4()\r\n public hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Gets or sets the hover light position in world space (default is Vector3.Zero())\r\n */\r\n @serializeAsVector3()\r\n public hoverPosition = Vector3.Zero();\r\n\r\n @serializeAsTexture(\"albedoTexture\")\r\n private _albedoTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the texture to use for albedo color */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Creates a new Fluent material\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha !== 1.0;\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 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 FluentMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.INNERGLOW = this.innerGlowColorIntensity > 0;\r\n defines.BORDER = this.renderBorders;\r\n defines.HOVERLIGHT = this.renderHoverLight;\r\n\r\n if (this._albedoTexture) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines.TEXTURE = true;\r\n }\r\n } else {\r\n defines.TEXTURE = false;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n attribs.push(VertexBuffer.NormalKind);\r\n attribs.push(VertexBuffer.UVKind);\r\n\r\n const shaderName = \"fluent\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"innerGlowColor\",\r\n \"albedoColor\",\r\n \"borderWidth\",\r\n \"edgeSmoothingValue\",\r\n \"scaleFactor\",\r\n \"borderMinValue\",\r\n \"hoverColor\",\r\n \"hoverPosition\",\r\n \"hoverRadius\",\r\n \"textureMatrix\",\r\n ];\r\n\r\n const samplers = [\"albedoSampler\"];\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 const join = defines.toString();\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: null,\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 this._materialContext\r\n );\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 scene = this.getScene();\r\n\r\n const defines = <FluentMaterialDefines>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 this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor4(\"albedoColor\", this.albedoColor, this.alpha);\r\n\r\n if (defines.INNERGLOW) {\r\n this._activeEffect.setColor4(\"innerGlowColor\", this.innerGlowColor, this.innerGlowColorIntensity);\r\n }\r\n\r\n if (defines.BORDER) {\r\n this._activeEffect.setFloat(\"borderWidth\", this.borderWidth);\r\n this._activeEffect.setFloat(\"edgeSmoothingValue\", this.edgeSmoothingValue);\r\n this._activeEffect.setFloat(\"borderMinValue\", this.borderMinValue);\r\n\r\n mesh.getBoundingInfo().boundingBox.extendSize.multiplyToRef(mesh.scaling, TmpVectors.Vector3[0]);\r\n this._activeEffect.setVector3(\"scaleFactor\", TmpVectors.Vector3[0]);\r\n }\r\n\r\n if (defines.HOVERLIGHT) {\r\n this._activeEffect.setDirectColor4(\"hoverColor\", this.hoverColor);\r\n this._activeEffect.setFloat(\"hoverRadius\", this.hoverRadius);\r\n this._activeEffect.setVector3(\"hoverPosition\", this.hoverPosition);\r\n }\r\n\r\n if (defines.TEXTURE && this._albedoTexture) {\r\n this._activeEffect.setTexture(\"albedoSampler\", this._albedoTexture);\r\n const matrix = this._albedoTexture.getTextureMatrix();\r\n this._activeEffect.setMatrix(\"textureMatrix\", matrix);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return false;\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): FluentMaterial {\r\n return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GUI.FluentMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial {\r\n return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentMaterial\", FluentMaterial);\r\n"]}
@@ -1,9 +1,26 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "fluentPixelShader";
4
- var shader = "precision highp float;\nvarying vec2 vUV;\nuniform vec4 albedoColor;\n#ifdef INNERGLOW\nuniform vec4 innerGlowColor;\n#endif\n#ifdef BORDER\nvarying vec2 scaleInfo;\nuniform float edgeSmoothingValue;\nuniform float borderMinValue;\n#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\nuniform vec3 hoverPosition;\nuniform vec4 hoverColor;\nuniform float hoverRadius;\n#endif\n#ifdef TEXTURE\nuniform sampler2D albedoSampler;\nuniform mat4 textureMatrix;\nvec2 finalUV;\n#endif\nvoid main(void) {\nvec3 albedo=albedoColor.rgb;\nfloat alpha=albedoColor.a;\n#ifdef TEXTURE\nfinalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));\nalbedo=texture2D(albedoSampler,finalUV).rgb;\n#endif\n#ifdef HOVERLIGHT\nfloat pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;\nalbedo=clamp(albedo+hoverColor.rgb*pointToHover,0.,1.);\n#else\nfloat pointToHover=1.0;\n#endif\n#ifdef BORDER \nfloat borderPower=10.0;\nfloat inverseBorderPower=1.0/borderPower;\nvec3 borderColor=albedo*borderPower;\nvec2 distanceToEdge;\ndistanceToEdge.x=abs(vUV.x-0.5)*2.0;\ndistanceToEdge.y=abs(vUV.y-0.5)*2.0;\nfloat borderValue=max(smoothstep(scaleInfo.x-edgeSmoothingValue,scaleInfo.x+edgeSmoothingValue,distanceToEdge.x),\nsmoothstep(scaleInfo.y-edgeSmoothingValue,scaleInfo.y+edgeSmoothingValue,distanceToEdge.y));\nborderColor=borderColor*borderValue*max(borderMinValue*inverseBorderPower,pointToHover); \nalbedo+=borderColor;\nalpha=max(alpha,borderValue);\n#endif\n#ifdef INNERGLOW\nvec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);\nuvGlow=uvGlow*uvGlow;\nuvGlow=uvGlow*uvGlow;\nalbedo+=mix(vec3(0.0,0.0,0.0),innerGlowColor.rgb,uvGlow.x+uvGlow.y); \n#endif\ngl_FragColor=vec4(albedo,alpha);\n}";
3
+ const name = "fluentPixelShader";
4
+ const shader = `precision highp float;
5
+ uniform vec4 innerGlowColor;
6
+ #ifdef BORDER
7
+ varying vec2 scaleInfo;
8
+ #ifdef HOVERLIGHT
9
+ varying vec3 worldPosition;
10
+ #ifdef TEXTURE
11
+ uniform sampler2D albedoSampler;
12
+ void main(void) {
13
+ finalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));
14
+ #ifdef HOVERLIGHT
15
+ float pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;
16
+ float pointToHover=1.0;
17
+ #ifdef BORDER
18
+ float borderPower=10.0;
19
+ #ifdef INNERGLOW
20
+ vec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);
21
+ gl_FragColor=vec4(albedo,alpha);
5
22
  // Sideeffect
6
23
  ShaderStore.ShadersStore[name] = shader;
7
24
  /** @hidden */
8
- export var fluentPixelShader = { name: name, shader: shader };
25
+ export const fluentPixelShader = { name, shader };
9
26
  //# sourceMappingURL=fluent.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluent.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/fluent/shaders/fluent.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,+qDAuDb,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 = \"fluentPixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vUV;\runiform vec4 albedoColor;\r#ifdef INNERGLOW\nuniform vec4 innerGlowColor;\r#endif\n#ifdef BORDER\nvarying vec2 scaleInfo;\runiform float edgeSmoothingValue;\runiform float borderMinValue;\r#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\runiform vec3 hoverPosition;\runiform vec4 hoverColor;\runiform float hoverRadius;\r#endif\n#ifdef TEXTURE\nuniform sampler2D albedoSampler;\runiform mat4 textureMatrix;\rvec2 finalUV;\r#endif\nvoid main(void) {\rvec3 albedo=albedoColor.rgb;\rfloat alpha=albedoColor.a;\r#ifdef TEXTURE\nfinalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));\ralbedo=texture2D(albedoSampler,finalUV).rgb;\r#endif\n#ifdef HOVERLIGHT\nfloat pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;\ralbedo=clamp(albedo+hoverColor.rgb*pointToHover,0.,1.);\r#else\nfloat pointToHover=1.0;\r#endif\n#ifdef BORDER \nfloat borderPower=10.0;\rfloat inverseBorderPower=1.0/borderPower;\rvec3 borderColor=albedo*borderPower;\rvec2 distanceToEdge;\rdistanceToEdge.x=abs(vUV.x-0.5)*2.0;\rdistanceToEdge.y=abs(vUV.y-0.5)*2.0;\rfloat borderValue=max(smoothstep(scaleInfo.x-edgeSmoothingValue,scaleInfo.x+edgeSmoothingValue,distanceToEdge.x),\rsmoothstep(scaleInfo.y-edgeSmoothingValue,scaleInfo.y+edgeSmoothingValue,distanceToEdge.y));\rborderColor=borderColor*borderValue*max(borderMinValue*inverseBorderPower,pointToHover); \ralbedo+=borderColor;\ralpha=max(alpha,borderValue);\r#endif\n#ifdef INNERGLOW\nvec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);\ruvGlow=uvGlow*uvGlow;\ruvGlow=uvGlow*uvGlow;\ralbedo+=mix(vec3(0.0,0.0,0.0),innerGlowColor.rgb,uvGlow.x+uvGlow.y); \r#endif\ngl_FragColor=vec4(albedo,alpha);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fluentPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluent.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/fluent/shaders/fluent.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuDb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentPixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vUV;\runiform vec4 albedoColor;\r#ifdef INNERGLOW\nuniform vec4 innerGlowColor;\r#endif\n#ifdef BORDER\nvarying vec2 scaleInfo;\runiform float edgeSmoothingValue;\runiform float borderMinValue;\r#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\runiform vec3 hoverPosition;\runiform vec4 hoverColor;\runiform float hoverRadius;\r#endif\n#ifdef TEXTURE\nuniform sampler2D albedoSampler;\runiform mat4 textureMatrix;\rvec2 finalUV;\r#endif\nvoid main(void) {\rvec3 albedo=albedoColor.rgb;\rfloat alpha=albedoColor.a;\r#ifdef TEXTURE\nfinalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));\ralbedo=texture2D(albedoSampler,finalUV).rgb;\r#endif\n#ifdef HOVERLIGHT\nfloat pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;\ralbedo=clamp(albedo+hoverColor.rgb*pointToHover,0.,1.);\r#else\nfloat pointToHover=1.0;\r#endif\n#ifdef BORDER \nfloat borderPower=10.0;\rfloat inverseBorderPower=1.0/borderPower;\rvec3 borderColor=albedo*borderPower;\rvec2 distanceToEdge;\rdistanceToEdge.x=abs(vUV.x-0.5)*2.0;\rdistanceToEdge.y=abs(vUV.y-0.5)*2.0;\rfloat borderValue=max(smoothstep(scaleInfo.x-edgeSmoothingValue,scaleInfo.x+edgeSmoothingValue,distanceToEdge.x),\rsmoothstep(scaleInfo.y-edgeSmoothingValue,scaleInfo.y+edgeSmoothingValue,distanceToEdge.y));\rborderColor=borderColor*borderValue*max(borderMinValue*inverseBorderPower,pointToHover); \ralbedo+=borderColor;\ralpha=max(alpha,borderValue);\r#endif\n#ifdef INNERGLOW\nvec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);\ruvGlow=uvGlow*uvGlow;\ruvGlow=uvGlow*uvGlow;\ralbedo+=mix(vec3(0.0,0.0,0.0),innerGlowColor.rgb,uvGlow.x+uvGlow.y); \r#endif\ngl_FragColor=vec4(albedo,alpha);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fluentPixelShader = { name, shader };\n"]}
@@ -1,9 +1,17 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "fluentVertexShader";
4
- var shader = "precision highp float;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform mat4 world;\nuniform mat4 viewProjection;\nvarying vec2 vUV;\n#ifdef BORDER\nvarying vec2 scaleInfo;\nuniform float borderWidth;\nuniform vec3 scaleFactor;\n#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\n#endif\nvoid main(void) {\nvUV=uv;\n#ifdef BORDER\nvec3 scale=scaleFactor;\nfloat minScale=min(min(scale.x,scale.y),scale.z);\nfloat maxScale=max(max(scale.x,scale.y),scale.z);\nfloat minOverMiddleScale=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);\nfloat areaYZ=scale.y*scale.z;\nfloat areaXZ=scale.x*scale.z;\nfloat areaXY=scale.x*scale.y;\nfloat scaledBorderWidth=borderWidth; \nif (abs(normal.x)==1.0) \n{\nscale.x=scale.y;\nscale.y=scale.z;\nif (areaYZ>areaXZ && areaYZ>areaXY)\n{\nscaledBorderWidth*=minOverMiddleScale;\n}\n}\nelse if (abs(normal.y)==1.0) \n{\nscale.x=scale.z;\nif (areaXZ>areaXY && areaXZ>areaYZ)\n{\nscaledBorderWidth*=minOverMiddleScale;\n}\n}\nelse \n{\nif (areaXY>areaYZ && areaXY>areaXZ)\n{\nscaledBorderWidth*=minOverMiddleScale;\n}\n}\nfloat scaleRatio=min(scale.x,scale.y)/max(scale.x,scale.y);\nif (scale.x>scale.y)\n{\nscaleInfo.x=1.0-(scaledBorderWidth*scaleRatio);\nscaleInfo.y=1.0-scaledBorderWidth;\n}\nelse\n{\nscaleInfo.x=1.0-scaledBorderWidth;\nscaleInfo.y=1.0-(scaledBorderWidth*scaleRatio);\n} \n#endif \nvec4 worldPos=world*vec4(position,1.0);\n#ifdef HOVERLIGHT\nworldPosition=worldPos.xyz;\n#endif\ngl_Position=viewProjection*worldPos;\n}\n";
3
+ const name = "fluentVertexShader";
4
+ const shader = `precision highp float;
5
+ varying vec2 scaleInfo;
6
+ #ifdef HOVERLIGHT
7
+ varying vec3 worldPosition;
8
+ void main(void) {
9
+ vec3 scale=scaleFactor;
10
+ vec4 worldPos=world*vec4(position,1.0);
11
+ worldPosition=worldPos.xyz;
12
+ gl_Position=viewProjection*worldPos;
5
13
  // Sideeffect
6
14
  ShaderStore.ShadersStore[name] = shader;
7
15
  /** @hidden */
8
- export var fluentVertexShader = { name: name, shader: shader };
16
+ export const fluentVertexShader = { name, shader };
9
17
  //# sourceMappingURL=fluent.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/fluent/shaders/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,IAAM,MAAM,GAAG,u+CAoEd,CAAC;AACF,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 = \"fluentVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\runiform mat4 world;\runiform mat4 viewProjection;\rvarying vec2 vUV;\r#ifdef BORDER\nvarying vec2 scaleInfo;\runiform float borderWidth;\runiform vec3 scaleFactor;\r#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\r#endif\nvoid main(void) {\rvUV=uv;\r#ifdef BORDER\nvec3 scale=scaleFactor;\rfloat minScale=min(min(scale.x,scale.y),scale.z);\rfloat maxScale=max(max(scale.x,scale.y),scale.z);\rfloat minOverMiddleScale=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);\rfloat areaYZ=scale.y*scale.z;\rfloat areaXZ=scale.x*scale.z;\rfloat areaXY=scale.x*scale.y;\rfloat scaledBorderWidth=borderWidth; \rif (abs(normal.x)==1.0) \r{\rscale.x=scale.y;\rscale.y=scale.z;\rif (areaYZ>areaXZ && areaYZ>areaXY)\r{\rscaledBorderWidth*=minOverMiddleScale;\r}\r}\relse if (abs(normal.y)==1.0) \r{\rscale.x=scale.z;\rif (areaXZ>areaXY && areaXZ>areaYZ)\r{\rscaledBorderWidth*=minOverMiddleScale;\r}\r}\relse \r{\rif (areaXY>areaYZ && areaXY>areaXZ)\r{\rscaledBorderWidth*=minOverMiddleScale;\r}\r}\rfloat scaleRatio=min(scale.x,scale.y)/max(scale.x,scale.y);\rif (scale.x>scale.y)\r{\rscaleInfo.x=1.0-(scaledBorderWidth*scaleRatio);\rscaleInfo.y=1.0-scaledBorderWidth;\r}\relse\r{\rscaleInfo.x=1.0-scaledBorderWidth;\rscaleInfo.y=1.0-(scaledBorderWidth*scaleRatio);\r} \r#endif \nvec4 worldPos=world*vec4(position,1.0);\r#ifdef HOVERLIGHT\nworldPosition=worldPos.xyz;\r#endif\ngl_Position=viewProjection*worldPos;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fluentVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/fluent/shaders/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\runiform mat4 world;\runiform mat4 viewProjection;\rvarying vec2 vUV;\r#ifdef BORDER\nvarying vec2 scaleInfo;\runiform float borderWidth;\runiform vec3 scaleFactor;\r#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\r#endif\nvoid main(void) {\rvUV=uv;\r#ifdef BORDER\nvec3 scale=scaleFactor;\rfloat minScale=min(min(scale.x,scale.y),scale.z);\rfloat maxScale=max(max(scale.x,scale.y),scale.z);\rfloat minOverMiddleScale=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);\rfloat areaYZ=scale.y*scale.z;\rfloat areaXZ=scale.x*scale.z;\rfloat areaXY=scale.x*scale.y;\rfloat scaledBorderWidth=borderWidth; \rif (abs(normal.x)==1.0) \r{\rscale.x=scale.y;\rscale.y=scale.z;\rif (areaYZ>areaXZ && areaYZ>areaXY)\r{\rscaledBorderWidth*=minOverMiddleScale;\r}\r}\relse if (abs(normal.y)==1.0) \r{\rscale.x=scale.z;\rif (areaXZ>areaXY && areaXZ>areaYZ)\r{\rscaledBorderWidth*=minOverMiddleScale;\r}\r}\relse \r{\rif (areaXY>areaYZ && areaXY>areaXZ)\r{\rscaledBorderWidth*=minOverMiddleScale;\r}\r}\rfloat scaleRatio=min(scale.x,scale.y)/max(scale.x,scale.y);\rif (scale.x>scale.y)\r{\rscaleInfo.x=1.0-(scaledBorderWidth*scaleRatio);\rscaleInfo.y=1.0-scaledBorderWidth;\r}\relse\r{\rscaleInfo.x=1.0-scaledBorderWidth;\rscaleInfo.y=1.0-(scaledBorderWidth*scaleRatio);\r} \r#endif \nvec4 worldPos=world*vec4(position,1.0);\r#ifdef HOVERLIGHT\nworldPosition=worldPos.xyz;\r#endif\ngl_Position=viewProjection*worldPos;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fluentVertexShader = { name, shader };\n"]}