@babylonjs/gui 7.34.4 → 7.35.0

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Files changed (80) hide show
  1. package/2D/FrameGraph/guiTask.js.map +1 -1
  2. package/2D/FrameGraph/renderGraphGUIBlock.js.map +1 -1
  3. package/2D/adtInstrumentation.js.map +1 -1
  4. package/2D/advancedDynamicTexture.d.ts +1 -1
  5. package/2D/advancedDynamicTexture.js.map +1 -1
  6. package/2D/controls/button.js.map +1 -1
  7. package/2D/controls/checkbox.js.map +1 -1
  8. package/2D/controls/colorpicker.js.map +1 -1
  9. package/2D/controls/container.js.map +1 -1
  10. package/2D/controls/control.js.map +1 -1
  11. package/2D/controls/displayGrid.js.map +1 -1
  12. package/2D/controls/ellipse.js.map +1 -1
  13. package/2D/controls/focusableButton.js.map +1 -1
  14. package/2D/controls/gradient/BaseGradient.js.map +1 -1
  15. package/2D/controls/grid.js.map +1 -1
  16. package/2D/controls/image.js.map +1 -1
  17. package/2D/controls/inputPassword.js.map +1 -1
  18. package/2D/controls/inputText.js.map +1 -1
  19. package/2D/controls/inputTextArea.js.map +1 -1
  20. package/2D/controls/line.js.map +1 -1
  21. package/2D/controls/multiLine.js.map +1 -1
  22. package/2D/controls/radioButton.js.map +1 -1
  23. package/2D/controls/rectangle.js.map +1 -1
  24. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  25. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  26. package/2D/controls/selector.js.map +1 -1
  27. package/2D/controls/sliders/baseSlider.js.map +1 -1
  28. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  29. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  30. package/2D/controls/sliders/scrollBar.js.map +1 -1
  31. package/2D/controls/sliders/slider.js.map +1 -1
  32. package/2D/controls/stackPanel.js.map +1 -1
  33. package/2D/controls/statics.js.map +1 -1
  34. package/2D/controls/textBlock.js.map +1 -1
  35. package/2D/controls/textWrapper.js.map +1 -1
  36. package/2D/controls/toggleButton.js.map +1 -1
  37. package/2D/controls/virtualKeyboard.js.map +1 -1
  38. package/2D/math2D.js.map +1 -1
  39. package/2D/measure.js.map +1 -1
  40. package/2D/multiLinePoint.js.map +1 -1
  41. package/2D/style.js.map +1 -1
  42. package/2D/valueAndUnit.js.map +1 -1
  43. package/2D/xmlLoader.js.map +1 -1
  44. package/3D/behaviors/defaultBehavior.js.map +1 -1
  45. package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -1
  46. package/3D/controls/button3D.js.map +1 -1
  47. package/3D/controls/container3D.js.map +1 -1
  48. package/3D/controls/contentDisplay3D.js.map +1 -1
  49. package/3D/controls/control3D.js.map +1 -1
  50. package/3D/controls/cylinderPanel.js.map +1 -1
  51. package/3D/controls/holographicBackplate.js.map +1 -1
  52. package/3D/controls/holographicButton.js.map +1 -1
  53. package/3D/controls/holographicSlate.js.map +1 -1
  54. package/3D/controls/meshButton3D.js.map +1 -1
  55. package/3D/controls/nearMenu.js.map +1 -1
  56. package/3D/controls/planePanel.js.map +1 -1
  57. package/3D/controls/scatterPanel.js.map +1 -1
  58. package/3D/controls/slider3D.js.map +1 -1
  59. package/3D/controls/spherePanel.js.map +1 -1
  60. package/3D/controls/stackPanel3D.js.map +1 -1
  61. package/3D/controls/touchButton3D.js.map +1 -1
  62. package/3D/controls/touchHolographicButton.js.map +1 -1
  63. package/3D/controls/touchHolographicMenu.js.map +1 -1
  64. package/3D/controls/touchMeshButton3D.js.map +1 -1
  65. package/3D/controls/volumeBasedPanel.js.map +1 -1
  66. package/3D/gizmos/gizmoHandle.js.map +1 -1
  67. package/3D/gizmos/slateGizmo.js.map +1 -1
  68. package/3D/gui3DManager.js.map +1 -1
  69. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  70. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  71. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  72. package/3D/materials/handle/handleMaterial.js.map +1 -1
  73. package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -1
  74. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  75. package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -1
  76. package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -1
  77. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  78. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  79. package/legacy/legacy.js.map +1 -1
  80. package/package.json +2 -2
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\n\r\nimport \"./shaders/mrdlFrontplate.fragment\";\r\nimport \"./shaders/mrdlFrontplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @hidden */\r\nclass MRDLFrontplateMaterialDefines extends MaterialDefines {\r\n /**\r\n * Sets default value for \"SMOOTH_EDGES\"\r\n */\r\n public SMOOTH_EDGES = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MRDLFrontplateMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the corner radius on the frontplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets the line width of the frontplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the scale is relative to the frontplate height.\r\n */\r\n @serialize()\r\n public relativeToHeight = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the edge color of the frontplate.\r\n */\r\n @serialize()\r\n public edgeColor: Color4 = new Color4(0.53, 0.53, 0.53, 1);\r\n\r\n /**\r\n * Gets or sets whether to enable blob effects on the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable = true;\r\n\r\n /**\r\n * Gets or sets the blob position on the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition: Vector3 = new Vector3(100, 100, 100);\r\n\r\n /**\r\n * Gets or sets the blob intensity of the frontplate.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the blob near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.032;\r\n\r\n /**\r\n * Gets or sets the blob far size of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.048;\r\n\r\n /**\r\n * Gets or sets the blob near distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearDistance = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob far distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.064;\r\n\r\n /**\r\n * Gets or sets the blob fade length of the frontplate.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.04;\r\n\r\n /**\r\n * Gets or sets the blob inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the blob pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum size of the blob pulse on the frontplate.\r\n */\r\n @serialize()\r\n public blobPulseMaxSize = 0.05;\r\n\r\n /**\r\n * Gets or sets whether to enable extra blob effects of the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable2 = true;\r\n\r\n /**\r\n * Gets or sets blob2 position of the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition2: Vector3 = new Vector3(10, 10.1, -0.6);\r\n\r\n /**\r\n * Gets or sets the blob2 near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob2 inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade2 = 0.1;\r\n\r\n /**\r\n * Gets or sets the blob2 pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse2 = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob2 fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade2 = 1.0;\r\n\r\n /**\r\n * Gets or sets the gaze intensity of the frontplate.\r\n */\r\n @serialize()\r\n public gazeIntensity = 0.8;\r\n\r\n /**\r\n * Gets or sets the gaze focus of the frontplate.\r\n */\r\n @serialize()\r\n public gazeFocus = 0.0;\r\n\r\n /**\r\n * Gets or sets the selection fuzz of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selected = 1.0;\r\n\r\n /**\r\n * Gets or sets the selection fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFade = 0.2;\r\n\r\n /**\r\n * Gets or sets the selection fade size of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.0;\r\n\r\n /**\r\n * Gets or sets the selected distance of the frontplate.\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the selected fade length of the frontplate.\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the proximity maximum intensity of the frontplate.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the proximity far distance of the frontplate.\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the proximity near radius of the frontplate.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 0.016;\r\n\r\n /**\r\n * Gets or sets the proximity anisotropy of the frontplate.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1.0;\r\n\r\n /**\r\n * Gets or sets whether to use global left index on the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalLeftIndex = true;\r\n\r\n /**\r\n * Gets or sets whether to use global right index of the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalRightIndex = true;\r\n\r\n /**\r\n * URL pointing to the texture used to define the coloring for the BLOB.\r\n */\r\n public static BLOB_TEXTURE_URL = \"\";\r\n\r\n /**\r\n * Gets or sets the opacity of the frontplate (0.0 - 1.0).\r\n */\r\n public fadeOut = 1.0;\r\n\r\n private _blobTexture: Texture;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n this._blobTexture = new Texture(MRDLFrontplateMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLFrontplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlFrontplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Relative_To_Height_\",\r\n \"_Filter_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Fade_Out_\",\r\n \"_Smooth_Edges_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Pulse_Max_Size_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Gaze_Intensity_\",\r\n \"_Gaze_Focus_\",\r\n \"_Blob_Texture_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Relative_To_Height_\", this.relativeToHeight ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Edge_Color_\", this.edgeColor);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.blobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.blobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_Max_Size_\", this.blobPulseMaxSize);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.blobEnable2 ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.blobInnerFade2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Gaze\"\r\n this._activeEffect.setFloat(\"_Gaze_Intensity_\", this.gazeIntensity);\r\n this._activeEffect.setFloat(\"_Gaze_Focus_\", this.gazeFocus);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", this.useGlobalLeftIndex ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", this.useGlobalRightIndex ? 1.0 : 0.0);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLFrontplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLFrontplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLFrontplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLFrontplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLFrontplateMaterial\", MRDLFrontplateMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\n\r\nimport \"./shaders/mrdlFrontplate.fragment\";\r\nimport \"./shaders/mrdlFrontplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @hidden */\r\nclass MRDLFrontplateMaterialDefines extends MaterialDefines {\r\n /**\r\n * Sets default value for \"SMOOTH_EDGES\"\r\n */\r\n public SMOOTH_EDGES = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MRDLFrontplateMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the corner radius on the frontplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets the line width of the frontplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the scale is relative to the frontplate height.\r\n */\r\n @serialize()\r\n public relativeToHeight = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the edge color of the frontplate.\r\n */\r\n @serialize()\r\n public edgeColor: Color4 = new Color4(0.53, 0.53, 0.53, 1);\r\n\r\n /**\r\n * Gets or sets whether to enable blob effects on the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable = true;\r\n\r\n /**\r\n * Gets or sets the blob position on the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition: Vector3 = new Vector3(100, 100, 100);\r\n\r\n /**\r\n * Gets or sets the blob intensity of the frontplate.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the blob near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.032;\r\n\r\n /**\r\n * Gets or sets the blob far size of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.048;\r\n\r\n /**\r\n * Gets or sets the blob near distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearDistance = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob far distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.064;\r\n\r\n /**\r\n * Gets or sets the blob fade length of the frontplate.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.04;\r\n\r\n /**\r\n * Gets or sets the blob inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the blob pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum size of the blob pulse on the frontplate.\r\n */\r\n @serialize()\r\n public blobPulseMaxSize = 0.05;\r\n\r\n /**\r\n * Gets or sets whether to enable extra blob effects of the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable2 = true;\r\n\r\n /**\r\n * Gets or sets blob2 position of the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition2: Vector3 = new Vector3(10, 10.1, -0.6);\r\n\r\n /**\r\n * Gets or sets the blob2 near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob2 inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade2 = 0.1;\r\n\r\n /**\r\n * Gets or sets the blob2 pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse2 = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob2 fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade2 = 1.0;\r\n\r\n /**\r\n * Gets or sets the gaze intensity of the frontplate.\r\n */\r\n @serialize()\r\n public gazeIntensity = 0.8;\r\n\r\n /**\r\n * Gets or sets the gaze focus of the frontplate.\r\n */\r\n @serialize()\r\n public gazeFocus = 0.0;\r\n\r\n /**\r\n * Gets or sets the selection fuzz of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selected = 1.0;\r\n\r\n /**\r\n * Gets or sets the selection fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFade = 0.2;\r\n\r\n /**\r\n * Gets or sets the selection fade size of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.0;\r\n\r\n /**\r\n * Gets or sets the selected distance of the frontplate.\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the selected fade length of the frontplate.\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the proximity maximum intensity of the frontplate.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the proximity far distance of the frontplate.\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the proximity near radius of the frontplate.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 0.016;\r\n\r\n /**\r\n * Gets or sets the proximity anisotropy of the frontplate.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1.0;\r\n\r\n /**\r\n * Gets or sets whether to use global left index on the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalLeftIndex = true;\r\n\r\n /**\r\n * Gets or sets whether to use global right index of the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalRightIndex = true;\r\n\r\n /**\r\n * URL pointing to the texture used to define the coloring for the BLOB.\r\n */\r\n public static BLOB_TEXTURE_URL = \"\";\r\n\r\n /**\r\n * Gets or sets the opacity of the frontplate (0.0 - 1.0).\r\n */\r\n public fadeOut = 1.0;\r\n\r\n private _blobTexture: Texture;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n this._blobTexture = new Texture(MRDLFrontplateMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLFrontplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlFrontplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Relative_To_Height_\",\r\n \"_Filter_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Fade_Out_\",\r\n \"_Smooth_Edges_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Pulse_Max_Size_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Gaze_Intensity_\",\r\n \"_Gaze_Focus_\",\r\n \"_Blob_Texture_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Relative_To_Height_\", this.relativeToHeight ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Edge_Color_\", this.edgeColor);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.blobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.blobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_Max_Size_\", this.blobPulseMaxSize);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.blobEnable2 ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.blobInnerFade2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Gaze\"\r\n this._activeEffect.setFloat(\"_Gaze_Intensity_\", this.gazeIntensity);\r\n this._activeEffect.setFloat(\"_Gaze_Focus_\", this.gazeFocus);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", this.useGlobalLeftIndex ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", this.useGlobalRightIndex ? 1.0 : 0.0);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLFrontplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLFrontplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLFrontplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLFrontplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLFrontplateMaterial\", MRDLFrontplateMaterial);\r\n"]}
@@ -1 +1 @@
1
- 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type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nimport \"./shaders/mrdlInnerquad.fragment\";\r\nimport \"./shaders/mrdlInnerquad.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\nclass MRDLInnerquadMaterialDefines extends MaterialDefines {\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MRDLInnerquadMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the color of the innerquad.\r\n */\r\n @serialize()\r\n public color: Color4 = new Color4(1, 1, 1, 0.05);\r\n /**\r\n * Gets or sets the corner radius on the innerquad. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets whether the radius of the innerquad should be fixed.\r\n */\r\n @serialize()\r\n public fixedRadius = true;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the glow fraction of the innerquad.\r\n */\r\n @serialize()\r\n public glowFraction = 0.0;\r\n\r\n /**\r\n * Gets or sets the maximum glow intensity of the innerquad.\r\n */\r\n @serialize()\r\n public glowMax = 0.5;\r\n\r\n /**\r\n * Gets or sets the glow falloff effect of the innerquad.\r\n */\r\n @serialize()\r\n public glowFalloff = 2.0;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_COMBINE;\r\n this.backFaceCulling = false;\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLInnerquadMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLInnerquadMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlInnerquad\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Color_\",\r\n \"_Radius_\",\r\n \"_Fixed_Radius_\",\r\n \"_Filter_Width_\",\r\n \"_Glow_Fraction_\",\r\n \"_Glow_Max_\",\r\n \"_Glow_Falloff_\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <MRDLInnerquadMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Color\"\r\n this._activeEffect.setDirectColor4(\"_Color_\", this.color);\r\n\r\n // \"Shape\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Fixed_Radius_\", this.fixedRadius ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n\r\n // \"Glow\"\r\n this._activeEffect.setFloat(\"_Glow_Fraction_\", this.glowFraction);\r\n this._activeEffect.setFloat(\"_Glow_Max_\", this.glowMax);\r\n this._activeEffect.setFloat(\"_Glow_Falloff_\", this.glowFalloff);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): MRDLInnerquadMaterial {\r\n return SerializationHelper.Clone(() => new MRDLInnerquadMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLInnerquadMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLInnerquadMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLInnerquadMaterial {\r\n return SerializationHelper.Parse(() => new MRDLInnerquadMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLInnerquadMaterial\", MRDLInnerquadMaterial);\r\n"]}
1
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type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nimport \"./shaders/mrdlInnerquad.fragment\";\r\nimport \"./shaders/mrdlInnerquad.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\nclass MRDLInnerquadMaterialDefines extends MaterialDefines {\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MRDLInnerquadMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the color of the innerquad.\r\n */\r\n @serialize()\r\n public color: Color4 = new Color4(1, 1, 1, 0.05);\r\n /**\r\n * Gets or sets the corner radius on the innerquad. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets whether the radius of the innerquad should be fixed.\r\n */\r\n @serialize()\r\n public fixedRadius = true;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the glow fraction of the innerquad.\r\n */\r\n @serialize()\r\n public glowFraction = 0.0;\r\n\r\n /**\r\n * Gets or sets the maximum glow intensity of the innerquad.\r\n */\r\n @serialize()\r\n public glowMax = 0.5;\r\n\r\n /**\r\n * Gets or sets the glow falloff effect of the innerquad.\r\n */\r\n @serialize()\r\n public glowFalloff = 2.0;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_COMBINE;\r\n this.backFaceCulling = false;\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLInnerquadMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLInnerquadMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlInnerquad\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Color_\",\r\n \"_Radius_\",\r\n \"_Fixed_Radius_\",\r\n \"_Filter_Width_\",\r\n \"_Glow_Fraction_\",\r\n \"_Glow_Max_\",\r\n \"_Glow_Falloff_\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <MRDLInnerquadMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Color\"\r\n this._activeEffect.setDirectColor4(\"_Color_\", this.color);\r\n\r\n // \"Shape\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Fixed_Radius_\", this.fixedRadius ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n\r\n // \"Glow\"\r\n this._activeEffect.setFloat(\"_Glow_Fraction_\", this.glowFraction);\r\n this._activeEffect.setFloat(\"_Glow_Max_\", this.glowMax);\r\n this._activeEffect.setFloat(\"_Glow_Falloff_\", this.glowFalloff);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): MRDLInnerquadMaterial {\r\n return SerializationHelper.Clone(() => new MRDLInnerquadMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLInnerquadMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLInnerquadMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLInnerquadMaterial {\r\n return SerializationHelper.Parse(() => new MRDLInnerquadMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLInnerquadMaterial\", MRDLInnerquadMaterial);\r\n"]}
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\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 { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlSliderBar.fragment\";\r\nimport \"./shaders/mrdlSliderBar.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass MRDLSliderBarMaterialDefines extends MaterialDefines {\r\n /*\r\n \"SKY_ENABLED\", \"BLOB_ENABLE_2\", \"IRIDESCENCE_ENABLED\"\r\n */\r\n public SKY_ENABLED = true;\r\n public BLOB_ENABLE_2 = true;\r\n public IRIDESCENCE_ENABLED = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render Slider Bar material with MRDL\r\n */\r\nexport class MRDLSliderBarMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static BLUE_GRADIENT_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-blue-gradient.png\";\r\n private _blueGradientTexture: Texture;\r\n private _decalTexture: Texture;\r\n private _reflectionMapTexture: Texture;\r\n private _indirectEnvTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner Radius on the slider bar.\r\n */\r\n @serialize()\r\n public radius = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFront = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFrontStretch = 0.077;\r\n\r\n /**\r\n * Gets or sets the Bevel Back on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBack = 0;\r\n\r\n /**\r\n * Gets or sets the Bevel Back Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBackStretch = 0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /**\r\n * Gets or sets whether Bulge is enabled.\r\n * Default is false.\r\n */\r\n @serialize()\r\n public bulgeEnabled = false;\r\n\r\n /**\r\n * Gets or sets the Bulge Height.\r\n */\r\n @serialize()\r\n public bulgeHeight = -0.323;\r\n\r\n /**\r\n * Gets or sets the Bulge Radius.\r\n */\r\n @serialize()\r\n public bulgeRadius = 0.73;\r\n\r\n /**\r\n * Gets or sets the Sun Intensity.\r\n */\r\n @serialize()\r\n public sunIntensity = 1.102;\r\n\r\n /**\r\n * Gets or sets the Sun Theta.\r\n */\r\n @serialize()\r\n public sunTheta = 0.76;\r\n\r\n /**\r\n * Gets or sets the Sun Phi.\r\n */\r\n @serialize()\r\n public sunPhi = 0.526;\r\n\r\n /**\r\n * Gets or sets the Indirect Diffuse.\r\n */\r\n @serialize()\r\n public indirectDiffuse = 0.658;\r\n\r\n /**\r\n * Gets or sets the base albedo.\r\n */\r\n @serialize()\r\n public albedo = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the Specular value.\r\n */\r\n @serialize()\r\n public specular = 0;\r\n\r\n /**\r\n * Gets or sets the Shininess value.\r\n */\r\n @serialize()\r\n public shininess = 10;\r\n\r\n /**\r\n * Gets or sets the Sharpness value.\r\n */\r\n @serialize()\r\n public sharpness = 0;\r\n\r\n /**\r\n * Gets or sets the Subsurface value.\r\n */\r\n @serialize()\r\n public subsurface = 0;\r\n\r\n /**\r\n * Gets or sets the left gradient color.\r\n */\r\n @serialize()\r\n public leftGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the right gradient color.\r\n */\r\n @serialize()\r\n public rightGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the reflection value.\r\n */\r\n @serialize()\r\n public reflection = 0.749;\r\n\r\n /**\r\n * Gets or sets the front reflect value.\r\n */\r\n @serialize()\r\n public frontReflect = 0;\r\n\r\n /**\r\n * Gets or sets the edge reflect value.\r\n */\r\n @serialize()\r\n public edgeReflect = 0.09;\r\n\r\n /**\r\n * Gets or sets the power value.\r\n */\r\n @serialize()\r\n public power = 8.13;\r\n\r\n /**\r\n * Gets or sets the sky color.\r\n */\r\n @serialize()\r\n public skyColor = new Color4(0.0117647, 0.964706, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon color.\r\n */\r\n @serialize()\r\n public horizonColor = new Color4(0.0117647, 0.333333, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the ground color.\r\n */\r\n @serialize()\r\n public groundColor = new Color4(0, 0.254902, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon power value.\r\n */\r\n @serialize()\r\n public horizonPower = 1;\r\n\r\n /**\r\n * Gets or sets the finger occlusion width value.\r\n */\r\n @serialize()\r\n public width = 0.02;\r\n\r\n /**\r\n * Gets or sets the finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public fuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the minimum finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public minFuzz = 0.001;\r\n\r\n /**\r\n * Gets or sets the finger occlusion clip fade value.\r\n */\r\n @serialize()\r\n public clipFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the hue shift value.\r\n */\r\n @serialize()\r\n public hueShift = 0;\r\n\r\n /**\r\n * Gets or sets the saturation shift value.\r\n */\r\n @serialize()\r\n public saturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the value shift.\r\n */\r\n @serialize()\r\n public valueShift = 0;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition = new Vector3(0, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the intensity of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the near size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.01;\r\n /**\r\n * Gets or sets the far size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.03;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the mesh, which controls the size of the hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the mesh, which controls the size of the hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.576;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 1;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition2 = new Vector3(0.2, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the size of the hover glow effect when the right pointer is considered \"near\" to the mesh (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.01;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 1.\r\n */\r\n @serialize()\r\n public blobFade2 = 1;\r\n\r\n /**\r\n * Gets or sets the texture of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobTexture = new Texture(\"\", this.getScene());\r\n\r\n /**\r\n * Gets or sets the finger position for left index.\r\n */\r\n @serialize()\r\n public leftIndexPosition = new Vector3(0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the finger position for right index.\r\n */\r\n @serialize()\r\n public rightIndexPosition = new Vector3(-1, -1, -1);\r\n\r\n /**\r\n * Gets or sets the finger position for left index middle position.\r\n */\r\n @serialize()\r\n public leftIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the finger position for right index middle position.\r\n */\r\n @serialize()\r\n public rightIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the Decal Scle for XY.\r\n */\r\n @serialize()\r\n public decalScaleXY = new Vector2(1.5, 1.5);\r\n\r\n /**\r\n * Gets or sets decalFrontOnly\r\n * Default is true\r\n */\r\n @serialize()\r\n public decalFrontOnly = true;\r\n\r\n /**\r\n * Gets or sets the Rim Light intensity.\r\n */\r\n @serialize()\r\n public rimIntensity = 0.287;\r\n\r\n /**\r\n * Gets or sets the Rim Light hue shift value.\r\n */\r\n @serialize()\r\n public rimHueShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light saturation shift value.\r\n */\r\n @serialize()\r\n public rimSaturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light value shift.\r\n */\r\n @serialize()\r\n public rimValueShift = -1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public useGlobalLeftIndex = 1.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public useGlobalRightIndex = 1.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalRightIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftIndexTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globaRightIndexTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftThumbTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalRightThumbTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftIndexMiddlePosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalRightIndexMiddlePosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n this._blueGradientTexture = new Texture(MRDLSliderBarMaterial.BLUE_GRADIENT_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._decalTexture = new Texture(\"\", this.getScene());\r\n this._reflectionMapTexture = new Texture(\"\", this.getScene());\r\n this._indirectEnvTexture = new Texture(\"\", this.getScene());\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLSliderBarMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlSliderBar\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Bevel_Front_\",\r\n \"_Bevel_Front_Stretch_\",\r\n \"_Bevel_Back_\",\r\n \"_Bevel_Back_Stretch_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Bulge_Enabled_\",\r\n \"_Bulge_Height_\",\r\n \"_Bulge_Radius_\",\r\n \"_Sun_Intensity_\",\r\n \"_Sun_Theta_\",\r\n \"_Sun_Phi_\",\r\n \"_Indirect_Diffuse_\",\r\n \"_Albedo_\",\r\n \"_Specular_\",\r\n \"_Shininess_\",\r\n \"_Sharpness_\",\r\n \"_Subsurface_\",\r\n \"_Left_Color_\",\r\n \"_Right_Color_\",\r\n \"_Reflection_\",\r\n \"_Front_Reflect_\",\r\n \"_Edge_Reflect_\",\r\n \"_Power_\",\r\n \"_Sky_Color_\",\r\n \"_Horizon_Color_\",\r\n \"_Ground_Color_\",\r\n \"_Horizon_Power_\",\r\n \"_Reflection_Map_\",\r\n \"_Indirect_Environment_\",\r\n \"_Width_\",\r\n \"_Fuzz_\",\r\n \"_Min_Fuzz_\",\r\n \"_Clip_Fade_\",\r\n \"_Hue_Shift_\",\r\n \"_Saturation_Shift_\",\r\n \"_Value_Shift_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Left_Index_Pos_\",\r\n \"_Right_Index_Pos_\",\r\n \"_Left_Index_Middle_Pos_\",\r\n \"_Right_Index_Middle_Pos_\",\r\n \"_Decal_\",\r\n \"_Decal_Scale_XY_\",\r\n \"_Decal_Front_Only_\",\r\n \"_Rim_Intensity_\",\r\n \"_Rim_Texture_\",\r\n \"_Rim_Hue_Shift_\",\r\n \"_Rim_Saturation_Shift_\",\r\n \"_Rim_Value_Shift_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Texture_\",\r\n \"Use_Global_Left_Index\",\r\n \"Use_Global_Right_Index\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"Global_Left_Thumb_Tip_Position\",\r\n \"Global_Right_Thumb_Tip_Position\",\r\n \"Global_Left_Index_Middle_Position;\",\r\n \"Global_Right_Index_Middle_Position\",\r\n \"Global_Left_Index_Tip_Proximity\",\r\n \"Global_Right_Index_Tip_Proximity\",\r\n ];\r\n const samplers: string[] = [\"_Rim_Texture_\", \"_Iridescence_Texture_\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\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 drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Bevel_Front_\", this.bevelFront);\r\n this._activeEffect.setFloat(\"_Bevel_Front_Stretch_\", this.bevelFrontStretch);\r\n this._activeEffect.setFloat(\"_Bevel_Back_\", this.bevelBack);\r\n this._activeEffect.setFloat(\"_Bevel_Back_Stretch_\", this.bevelBackStretch);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Bulge\"\r\n this._activeEffect.setFloat(\"_Bulge_Enabled_\", this.bulgeEnabled ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Bulge_Height_\", this.bulgeHeight);\r\n this._activeEffect.setFloat(\"_Bulge_Radius_\", this.bulgeRadius);\r\n\r\n // \"Sun\"\r\n this._activeEffect.setFloat(\"_Sun_Intensity_\", this.sunIntensity);\r\n this._activeEffect.setFloat(\"_Sun_Theta_\", this.sunTheta);\r\n this._activeEffect.setFloat(\"_Sun_Phi_\", this.sunPhi);\r\n this._activeEffect.setFloat(\"_Indirect_Diffuse_\", this.indirectDiffuse);\r\n\r\n // \"Diffuse And Specular\"\r\n this._activeEffect.setDirectColor4(\"_Albedo_\", this.albedo);\r\n this._activeEffect.setFloat(\"_Specular_\", this.specular);\r\n this._activeEffect.setFloat(\"_Shininess_\", this.shininess);\r\n this._activeEffect.setFloat(\"_Sharpness_\", this.sharpness);\r\n this._activeEffect.setFloat(\"_Subsurface_\", this.subsurface);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Left_Color_\", this.leftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Right_Color_\", this.rightGradientColor);\r\n\r\n // \"Reflection\"\r\n this._activeEffect.setFloat(\"_Reflection_\", this.reflection);\r\n this._activeEffect.setFloat(\"_Front_Reflect_\", this.frontReflect);\r\n this._activeEffect.setFloat(\"_Edge_Reflect_\", this.edgeReflect);\r\n this._activeEffect.setFloat(\"_Power_\", this.power);\r\n\r\n // \"Sky Environment\"\r\n //define SKY_ENABLED true;\r\n this._activeEffect.setDirectColor4(\"_Sky_Color_\", this.skyColor);\r\n this._activeEffect.setDirectColor4(\"_Horizon_Color_\", this.horizonColor);\r\n this._activeEffect.setDirectColor4(\"_Ground_Color_\", this.groundColor);\r\n this._activeEffect.setFloat(\"_Horizon_Power_\", this.horizonPower);\r\n\r\n // \"Mapped Environment\"\r\n //define ENV_ENABLE false;\r\n this._activeEffect.setTexture(\"_Reflection_Map_\", this._reflectionMapTexture);\r\n this._activeEffect.setTexture(\"_Indirect_Environment_\", this._indirectEnvTexture);\r\n\r\n // \"FingerOcclusion\"\r\n //define OCCLUSION_ENABLED false;\r\n this._activeEffect.setFloat(\"_Width_\", this.width);\r\n this._activeEffect.setFloat(\"_Fuzz_\", this.fuzz);\r\n this._activeEffect.setFloat(\"_Min_Fuzz_\", this.minFuzz);\r\n this._activeEffect.setFloat(\"_Clip_Fade_\", this.clipFade);\r\n\r\n // \"View Based Color Shift\"\r\n this._activeEffect.setFloat(\"_Hue_Shift_\", this.hueShift);\r\n this._activeEffect.setFloat(\"_Saturation_Shift_\", this.saturationShift);\r\n this._activeEffect.setFloat(\"_Value_Shift_\", this.valueShift);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE false;\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this.blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Finger Positions\"\r\n this._activeEffect.setVector3(\"_Left_Index_Pos_\", this.leftIndexPosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Pos_\", this.rightIndexPosition);\r\n this._activeEffect.setVector3(\"_Left_Index_Middle_Pos_\", this.leftIndexMiddlePosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Middle_Pos_\", this.rightIndexMiddlePosition);\r\n\r\n // \"Decal Texture\"\r\n //define DECAL_ENABLE false;\r\n this._activeEffect.setTexture(\"_Decal_\", this._decalTexture);\r\n this._activeEffect.setVector2(\"_Decal_Scale_XY_\", this.decalScaleXY);\r\n this._activeEffect.setFloat(\"_Decal_Front_Only_\", this.decalFrontOnly ? 1.0 : 0.0);\r\n\r\n // \"Rim Light\"\r\n this._activeEffect.setFloat(\"_Rim_Intensity_\", this.rimIntensity);\r\n this._activeEffect.setTexture(\"_Rim_Texture_\", this._blueGradientTexture);\r\n this._activeEffect.setFloat(\"_Rim_Hue_Shift_\", this.rimHueShift);\r\n this._activeEffect.setFloat(\"_Rim_Saturation_Shift_\", this.rimSaturationShift);\r\n this._activeEffect.setFloat(\"_Rim_Value_Shift_\", this.rimValueShift);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLED true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setTexture(\"_Iridescence_Texture_\", this._blueGradientTexture);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", this.useGlobalLeftIndex);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", this.useGlobalRightIndex);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this.globalLeftIndexTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this.globaRightIndexTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Thumb_Tip_Position\", this.globalLeftThumbTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Thumb_Tip_Position\", this.globalRightThumbTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Middle_Position\", this.globalLeftIndexMiddlePosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Middle_Position\", this.globalRightIndexMiddlePosition);\r\n\r\n this._activeEffect.setFloat(\"Global_Left_Index_Tip_Proximity\", this.globalLeftIndexTipProximity);\r\n this._activeEffect.setFloat(\"Global_Right_Index_Tip_Proximity\", this.globalRightIndexTipProximity);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n this._reflectionMapTexture.dispose();\r\n this._indirectEnvTexture.dispose();\r\n this._blueGradientTexture.dispose();\r\n this._decalTexture.dispose();\r\n }\r\n\r\n public override clone(name: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Clone(() => new MRDLSliderBarMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MRDLSliderBarMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLSliderBarMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Parse(() => new MRDLSliderBarMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLSliderBarMaterial\", MRDLSliderBarMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\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 { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlSliderBar.fragment\";\r\nimport \"./shaders/mrdlSliderBar.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass MRDLSliderBarMaterialDefines extends MaterialDefines {\r\n /*\r\n \"SKY_ENABLED\", \"BLOB_ENABLE_2\", \"IRIDESCENCE_ENABLED\"\r\n */\r\n public SKY_ENABLED = true;\r\n public BLOB_ENABLE_2 = true;\r\n public IRIDESCENCE_ENABLED = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render Slider Bar material with MRDL\r\n */\r\nexport class MRDLSliderBarMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static BLUE_GRADIENT_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-blue-gradient.png\";\r\n private _blueGradientTexture: Texture;\r\n private _decalTexture: Texture;\r\n private _reflectionMapTexture: Texture;\r\n private _indirectEnvTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner Radius on the slider bar.\r\n */\r\n @serialize()\r\n public radius = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFront = 0.6;\r\n\r\n /**\r\n * Gets or sets the Bevel Front Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelFrontStretch = 0.077;\r\n\r\n /**\r\n * Gets or sets the Bevel Back on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBack = 0;\r\n\r\n /**\r\n * Gets or sets the Bevel Back Stretch on the slider bar.\r\n */\r\n @serialize()\r\n public bevelBackStretch = 0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /**\r\n * Gets or sets whether Bulge is enabled.\r\n * Default is false.\r\n */\r\n @serialize()\r\n public bulgeEnabled = false;\r\n\r\n /**\r\n * Gets or sets the Bulge Height.\r\n */\r\n @serialize()\r\n public bulgeHeight = -0.323;\r\n\r\n /**\r\n * Gets or sets the Bulge Radius.\r\n */\r\n @serialize()\r\n public bulgeRadius = 0.73;\r\n\r\n /**\r\n * Gets or sets the Sun Intensity.\r\n */\r\n @serialize()\r\n public sunIntensity = 1.102;\r\n\r\n /**\r\n * Gets or sets the Sun Theta.\r\n */\r\n @serialize()\r\n public sunTheta = 0.76;\r\n\r\n /**\r\n * Gets or sets the Sun Phi.\r\n */\r\n @serialize()\r\n public sunPhi = 0.526;\r\n\r\n /**\r\n * Gets or sets the Indirect Diffuse.\r\n */\r\n @serialize()\r\n public indirectDiffuse = 0.658;\r\n\r\n /**\r\n * Gets or sets the base albedo.\r\n */\r\n @serialize()\r\n public albedo = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the Specular value.\r\n */\r\n @serialize()\r\n public specular = 0;\r\n\r\n /**\r\n * Gets or sets the Shininess value.\r\n */\r\n @serialize()\r\n public shininess = 10;\r\n\r\n /**\r\n * Gets or sets the Sharpness value.\r\n */\r\n @serialize()\r\n public sharpness = 0;\r\n\r\n /**\r\n * Gets or sets the Subsurface value.\r\n */\r\n @serialize()\r\n public subsurface = 0;\r\n\r\n /**\r\n * Gets or sets the left gradient color.\r\n */\r\n @serialize()\r\n public leftGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the right gradient color.\r\n */\r\n @serialize()\r\n public rightGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the reflection value.\r\n */\r\n @serialize()\r\n public reflection = 0.749;\r\n\r\n /**\r\n * Gets or sets the front reflect value.\r\n */\r\n @serialize()\r\n public frontReflect = 0;\r\n\r\n /**\r\n * Gets or sets the edge reflect value.\r\n */\r\n @serialize()\r\n public edgeReflect = 0.09;\r\n\r\n /**\r\n * Gets or sets the power value.\r\n */\r\n @serialize()\r\n public power = 8.13;\r\n\r\n /**\r\n * Gets or sets the sky color.\r\n */\r\n @serialize()\r\n public skyColor = new Color4(0.0117647, 0.964706, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon color.\r\n */\r\n @serialize()\r\n public horizonColor = new Color4(0.0117647, 0.333333, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the ground color.\r\n */\r\n @serialize()\r\n public groundColor = new Color4(0, 0.254902, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon power value.\r\n */\r\n @serialize()\r\n public horizonPower = 1;\r\n\r\n /**\r\n * Gets or sets the finger occlusion width value.\r\n */\r\n @serialize()\r\n public width = 0.02;\r\n\r\n /**\r\n * Gets or sets the finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public fuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the minimum finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public minFuzz = 0.001;\r\n\r\n /**\r\n * Gets or sets the finger occlusion clip fade value.\r\n */\r\n @serialize()\r\n public clipFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the hue shift value.\r\n */\r\n @serialize()\r\n public hueShift = 0;\r\n\r\n /**\r\n * Gets or sets the saturation shift value.\r\n */\r\n @serialize()\r\n public saturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the value shift.\r\n */\r\n @serialize()\r\n public valueShift = 0;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition = new Vector3(0, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the intensity of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the near size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.01;\r\n /**\r\n * Gets or sets the far size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.03;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the mesh, which controls the size of the hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the mesh, which controls the size of the hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.576;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 1;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition2 = new Vector3(0.2, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the size of the hover glow effect when the right pointer is considered \"near\" to the mesh (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.01;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 1.\r\n */\r\n @serialize()\r\n public blobFade2 = 1;\r\n\r\n /**\r\n * Gets or sets the texture of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobTexture = new Texture(\"\", this.getScene());\r\n\r\n /**\r\n * Gets or sets the finger position for left index.\r\n */\r\n @serialize()\r\n public leftIndexPosition = new Vector3(0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the finger position for right index.\r\n */\r\n @serialize()\r\n public rightIndexPosition = new Vector3(-1, -1, -1);\r\n\r\n /**\r\n * Gets or sets the finger position for left index middle position.\r\n */\r\n @serialize()\r\n public leftIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the finger position for right index middle position.\r\n */\r\n @serialize()\r\n public rightIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the Decal Scle for XY.\r\n */\r\n @serialize()\r\n public decalScaleXY = new Vector2(1.5, 1.5);\r\n\r\n /**\r\n * Gets or sets decalFrontOnly\r\n * Default is true\r\n */\r\n @serialize()\r\n public decalFrontOnly = true;\r\n\r\n /**\r\n * Gets or sets the Rim Light intensity.\r\n */\r\n @serialize()\r\n public rimIntensity = 0.287;\r\n\r\n /**\r\n * Gets or sets the Rim Light hue shift value.\r\n */\r\n @serialize()\r\n public rimHueShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light saturation shift value.\r\n */\r\n @serialize()\r\n public rimSaturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light value shift.\r\n */\r\n @serialize()\r\n public rimValueShift = -1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public useGlobalLeftIndex = 1.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public useGlobalRightIndex = 1.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalRightIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftIndexTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globaRightIndexTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftThumbTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalRightThumbTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalLeftIndexMiddlePosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @internal\r\n */\r\n public globalRightIndexMiddlePosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n this._blueGradientTexture = new Texture(MRDLSliderBarMaterial.BLUE_GRADIENT_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._decalTexture = new Texture(\"\", this.getScene());\r\n this._reflectionMapTexture = new Texture(\"\", this.getScene());\r\n this._indirectEnvTexture = new Texture(\"\", this.getScene());\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLSliderBarMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlSliderBar\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Bevel_Front_\",\r\n \"_Bevel_Front_Stretch_\",\r\n \"_Bevel_Back_\",\r\n \"_Bevel_Back_Stretch_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Bulge_Enabled_\",\r\n \"_Bulge_Height_\",\r\n \"_Bulge_Radius_\",\r\n \"_Sun_Intensity_\",\r\n \"_Sun_Theta_\",\r\n \"_Sun_Phi_\",\r\n \"_Indirect_Diffuse_\",\r\n \"_Albedo_\",\r\n \"_Specular_\",\r\n \"_Shininess_\",\r\n \"_Sharpness_\",\r\n \"_Subsurface_\",\r\n \"_Left_Color_\",\r\n \"_Right_Color_\",\r\n \"_Reflection_\",\r\n \"_Front_Reflect_\",\r\n \"_Edge_Reflect_\",\r\n \"_Power_\",\r\n \"_Sky_Color_\",\r\n \"_Horizon_Color_\",\r\n \"_Ground_Color_\",\r\n \"_Horizon_Power_\",\r\n \"_Reflection_Map_\",\r\n \"_Indirect_Environment_\",\r\n \"_Width_\",\r\n \"_Fuzz_\",\r\n \"_Min_Fuzz_\",\r\n \"_Clip_Fade_\",\r\n \"_Hue_Shift_\",\r\n \"_Saturation_Shift_\",\r\n \"_Value_Shift_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Left_Index_Pos_\",\r\n \"_Right_Index_Pos_\",\r\n \"_Left_Index_Middle_Pos_\",\r\n \"_Right_Index_Middle_Pos_\",\r\n \"_Decal_\",\r\n \"_Decal_Scale_XY_\",\r\n \"_Decal_Front_Only_\",\r\n \"_Rim_Intensity_\",\r\n \"_Rim_Texture_\",\r\n \"_Rim_Hue_Shift_\",\r\n \"_Rim_Saturation_Shift_\",\r\n \"_Rim_Value_Shift_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Texture_\",\r\n \"Use_Global_Left_Index\",\r\n \"Use_Global_Right_Index\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"Global_Left_Thumb_Tip_Position\",\r\n \"Global_Right_Thumb_Tip_Position\",\r\n \"Global_Left_Index_Middle_Position;\",\r\n \"Global_Right_Index_Middle_Position\",\r\n \"Global_Left_Index_Tip_Proximity\",\r\n \"Global_Right_Index_Tip_Proximity\",\r\n ];\r\n const samplers: string[] = [\"_Rim_Texture_\", \"_Iridescence_Texture_\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\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 drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLSliderBarMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Bevel_Front_\", this.bevelFront);\r\n this._activeEffect.setFloat(\"_Bevel_Front_Stretch_\", this.bevelFrontStretch);\r\n this._activeEffect.setFloat(\"_Bevel_Back_\", this.bevelBack);\r\n this._activeEffect.setFloat(\"_Bevel_Back_Stretch_\", this.bevelBackStretch);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Bulge\"\r\n this._activeEffect.setFloat(\"_Bulge_Enabled_\", this.bulgeEnabled ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Bulge_Height_\", this.bulgeHeight);\r\n this._activeEffect.setFloat(\"_Bulge_Radius_\", this.bulgeRadius);\r\n\r\n // \"Sun\"\r\n this._activeEffect.setFloat(\"_Sun_Intensity_\", this.sunIntensity);\r\n this._activeEffect.setFloat(\"_Sun_Theta_\", this.sunTheta);\r\n this._activeEffect.setFloat(\"_Sun_Phi_\", this.sunPhi);\r\n this._activeEffect.setFloat(\"_Indirect_Diffuse_\", this.indirectDiffuse);\r\n\r\n // \"Diffuse And Specular\"\r\n this._activeEffect.setDirectColor4(\"_Albedo_\", this.albedo);\r\n this._activeEffect.setFloat(\"_Specular_\", this.specular);\r\n this._activeEffect.setFloat(\"_Shininess_\", this.shininess);\r\n this._activeEffect.setFloat(\"_Sharpness_\", this.sharpness);\r\n this._activeEffect.setFloat(\"_Subsurface_\", this.subsurface);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Left_Color_\", this.leftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Right_Color_\", this.rightGradientColor);\r\n\r\n // \"Reflection\"\r\n this._activeEffect.setFloat(\"_Reflection_\", this.reflection);\r\n this._activeEffect.setFloat(\"_Front_Reflect_\", this.frontReflect);\r\n this._activeEffect.setFloat(\"_Edge_Reflect_\", this.edgeReflect);\r\n this._activeEffect.setFloat(\"_Power_\", this.power);\r\n\r\n // \"Sky Environment\"\r\n //define SKY_ENABLED true;\r\n this._activeEffect.setDirectColor4(\"_Sky_Color_\", this.skyColor);\r\n this._activeEffect.setDirectColor4(\"_Horizon_Color_\", this.horizonColor);\r\n this._activeEffect.setDirectColor4(\"_Ground_Color_\", this.groundColor);\r\n this._activeEffect.setFloat(\"_Horizon_Power_\", this.horizonPower);\r\n\r\n // \"Mapped Environment\"\r\n //define ENV_ENABLE false;\r\n this._activeEffect.setTexture(\"_Reflection_Map_\", this._reflectionMapTexture);\r\n this._activeEffect.setTexture(\"_Indirect_Environment_\", this._indirectEnvTexture);\r\n\r\n // \"FingerOcclusion\"\r\n //define OCCLUSION_ENABLED false;\r\n this._activeEffect.setFloat(\"_Width_\", this.width);\r\n this._activeEffect.setFloat(\"_Fuzz_\", this.fuzz);\r\n this._activeEffect.setFloat(\"_Min_Fuzz_\", this.minFuzz);\r\n this._activeEffect.setFloat(\"_Clip_Fade_\", this.clipFade);\r\n\r\n // \"View Based Color Shift\"\r\n this._activeEffect.setFloat(\"_Hue_Shift_\", this.hueShift);\r\n this._activeEffect.setFloat(\"_Saturation_Shift_\", this.saturationShift);\r\n this._activeEffect.setFloat(\"_Value_Shift_\", this.valueShift);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE false;\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this.blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Finger Positions\"\r\n this._activeEffect.setVector3(\"_Left_Index_Pos_\", this.leftIndexPosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Pos_\", this.rightIndexPosition);\r\n this._activeEffect.setVector3(\"_Left_Index_Middle_Pos_\", this.leftIndexMiddlePosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Middle_Pos_\", this.rightIndexMiddlePosition);\r\n\r\n // \"Decal Texture\"\r\n //define DECAL_ENABLE false;\r\n this._activeEffect.setTexture(\"_Decal_\", this._decalTexture);\r\n this._activeEffect.setVector2(\"_Decal_Scale_XY_\", this.decalScaleXY);\r\n this._activeEffect.setFloat(\"_Decal_Front_Only_\", this.decalFrontOnly ? 1.0 : 0.0);\r\n\r\n // \"Rim Light\"\r\n this._activeEffect.setFloat(\"_Rim_Intensity_\", this.rimIntensity);\r\n this._activeEffect.setTexture(\"_Rim_Texture_\", this._blueGradientTexture);\r\n this._activeEffect.setFloat(\"_Rim_Hue_Shift_\", this.rimHueShift);\r\n this._activeEffect.setFloat(\"_Rim_Saturation_Shift_\", this.rimSaturationShift);\r\n this._activeEffect.setFloat(\"_Rim_Value_Shift_\", this.rimValueShift);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLED true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setTexture(\"_Iridescence_Texture_\", this._blueGradientTexture);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", this.useGlobalLeftIndex);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", this.useGlobalRightIndex);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this.globalLeftIndexTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this.globaRightIndexTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Thumb_Tip_Position\", this.globalLeftThumbTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Thumb_Tip_Position\", this.globalRightThumbTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Middle_Position\", this.globalLeftIndexMiddlePosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Middle_Position\", this.globalRightIndexMiddlePosition);\r\n\r\n this._activeEffect.setFloat(\"Global_Left_Index_Tip_Proximity\", this.globalLeftIndexTipProximity);\r\n this._activeEffect.setFloat(\"Global_Right_Index_Tip_Proximity\", this.globalRightIndexTipProximity);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n this._reflectionMapTexture.dispose();\r\n this._indirectEnvTexture.dispose();\r\n this._blueGradientTexture.dispose();\r\n this._decalTexture.dispose();\r\n }\r\n\r\n public override clone(name: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Clone(() => new MRDLSliderBarMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MRDLSliderBarMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLSliderBarMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLSliderBarMaterial {\r\n return SerializationHelper.Parse(() => new MRDLSliderBarMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLSliderBarMaterial\", MRDLSliderBarMaterial);\r\n"]}