@babylonjs/gui 9.10.1 → 9.12.0

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Files changed (38) hide show
  1. package/3D/controls/control3D.js +5 -1
  2. package/3D/controls/control3D.js.map +1 -1
  3. package/3D/materials/fluent/fluentMaterial.d.ts +12 -0
  4. package/3D/materials/fluent/fluentMaterial.js +22 -0
  5. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  6. package/3D/materials/fluent/wgsl/fluent.fragment.d.ts +5 -0
  7. package/3D/materials/fluent/wgsl/fluent.fragment.js +44 -0
  8. package/3D/materials/fluent/wgsl/fluent.fragment.js.map +1 -0
  9. package/3D/materials/fluent/wgsl/fluent.vertex.d.ts +5 -0
  10. package/3D/materials/fluent/wgsl/fluent.vertex.js +29 -0
  11. package/3D/materials/fluent/wgsl/fluent.vertex.js.map +1 -0
  12. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +12 -0
  13. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +22 -0
  14. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  15. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.d.ts +5 -0
  16. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.js +32 -0
  17. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.js.map +1 -0
  18. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.d.ts +5 -0
  19. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.js +72 -0
  20. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.js.map +1 -0
  21. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +13 -0
  22. package/3D/materials/fluentButton/fluentButtonMaterial.js +29 -2
  23. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  24. package/3D/materials/fluentButton/wgsl/fluentButton.fragment.d.ts +5 -0
  25. package/3D/materials/fluentButton/wgsl/fluentButton.fragment.js +20 -0
  26. package/3D/materials/fluentButton/wgsl/fluentButton.fragment.js.map +1 -0
  27. package/3D/materials/fluentButton/wgsl/fluentButton.vertex.d.ts +5 -0
  28. package/3D/materials/fluentButton/wgsl/fluentButton.vertex.js +31 -0
  29. package/3D/materials/fluentButton/wgsl/fluentButton.vertex.js.map +1 -0
  30. package/3D/materials/handle/handleMaterial.js +7 -0
  31. package/3D/materials/handle/handleMaterial.js.map +1 -1
  32. package/3D/materials/handle/wgsl/handle.fragment.d.ts +5 -0
  33. package/3D/materials/handle/wgsl/handle.fragment.js +13 -0
  34. package/3D/materials/handle/wgsl/handle.fragment.js.map +1 -0
  35. package/3D/materials/handle/wgsl/handle.vertex.d.ts +5 -0
  36. package/3D/materials/handle/wgsl/handle.vertex.js +13 -0
  37. package/3D/materials/handle/wgsl/handle.vertex.js.map +1 -0
  38. package/package.json +2 -2
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, 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/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/** @internal */\r\nclass FluentBackplateMaterialDefines extends MaterialDefines {\r\n public BLOB_ENABLE = true;\r\n public BLOB_ENABLE_2 = true;\r\n public SMOOTH_EDGES = true;\r\n public IRIDESCENT_MAP_ENABLE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n */\r\nexport class FluentBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-blob.png\";\r\n\r\n /**\r\n * URL pointing to the texture used to define iridescent map.\r\n */\r\n public static IM_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-iridescence.png\";\r\n\r\n private _blobTexture: Texture;\r\n private _iridescentMap: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.\r\n */\r\n @serialize()\r\n public radius = 0.03;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @internal */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0.0392157, 0.0666667, 0.207843, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.14902, 0.133333, 0.384314, 1);\r\n\r\n /**\r\n * Gets or sets the intensity of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.98;\r\n\r\n /**\r\n * Gets or sets the far size of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.04;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the backplate, which controls the size of the fluent 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 backplate, which controls the size of the fluent 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 fluent hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the left pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent 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 fluent hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 0;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the right pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent 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 fluent hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade2 = 0;\r\n\r\n /** @internal */\r\n public _rate = 0.135;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.98, 0.98, 0.98, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0.25;\r\n\r\n /** @internal */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @internal */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /** @internal */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @internal */\r\n public _reflected = true;\r\n\r\n /** @internal */\r\n public _frequency = 1;\r\n\r\n /** @internal */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n private _globalLeftIndexTipPosition4 = Vector4.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n private _globalRightIndexTipPosition4 = Vector4.Zero();\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 const blobTextureUrl = Tools.GetAssetUrl(FluentBackplateMaterial.BLOB_TEXTURE_URL);\r\n const iridescentMapUrl = Tools.GetAssetUrl(FluentBackplateMaterial.IM_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(iridescentMapUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\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 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 (!this._blobTexture.isReady() || !this._iridescentMap.isReady()) {\r\n return false;\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <FluentBackplateMaterialDefines>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 = \"fluentBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_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 \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Angle_\",\r\n \"_Fade_Out_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Iridescent_Map_\",\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 ];\r\n const samplers: string[] = [\"_Blob_Texture_\", \"_Iridescent_Map_\"];\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 = <FluentBackplateMaterialDefines>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 ?? Vector3.ZeroReadOnly);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", 1);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", 1.0);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE true;\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.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 // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n // \"ChooseAngle\"\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n\r\n // \"Multiply\"\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Color Texture\"\r\n //define IRIDESCENT_MAP_ENABLE true;\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMap);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", 1.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", 1.0);\r\n\r\n this._globalLeftIndexTipPosition4.set(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this._globalLeftIndexTipPosition4);\r\n\r\n this._globalRightIndexTipPosition4.set(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this._globalRightIndexTipPosition4);\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 this._blobTexture.dispose();\r\n this._iridescentMap.dispose();\r\n }\r\n\r\n public override clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(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.FluentBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial {\r\n return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentBackplateMaterial\", FluentBackplateMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, 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\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport \"./shaders/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/** @internal */\r\nclass FluentBackplateMaterialDefines extends MaterialDefines {\r\n public BLOB_ENABLE = true;\r\n public BLOB_ENABLE_2 = true;\r\n public SMOOTH_EDGES = true;\r\n public IRIDESCENT_MAP_ENABLE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n */\r\nexport class FluentBackplateMaterial extends PushMaterial {\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-blob.png\";\r\n\r\n /**\r\n * URL pointing to the texture used to define iridescent map.\r\n */\r\n public static IM_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-iridescence.png\";\r\n\r\n private _blobTexture: Texture;\r\n private _iridescentMap: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.\r\n */\r\n @serialize()\r\n public radius = 0.03;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @internal */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0.0392157, 0.0666667, 0.207843, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.14902, 0.133333, 0.384314, 1);\r\n\r\n /**\r\n * Gets or sets the intensity of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.98;\r\n\r\n /**\r\n * Gets or sets the far size of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.04;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the backplate, which controls the size of the fluent 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 backplate, which controls the size of the fluent 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 fluent hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the left pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent 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 fluent hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 0;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the right pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent 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 fluent hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade2 = 0;\r\n\r\n /** @internal */\r\n public _rate = 0.135;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.98, 0.98, 0.98, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0.25;\r\n\r\n /** @internal */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @internal */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /** @internal */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @internal */\r\n public _reflected = true;\r\n\r\n /** @internal */\r\n public _frequency = 1;\r\n\r\n /** @internal */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n private _globalLeftIndexTipPosition4 = Vector4.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n private _globalRightIndexTipPosition4 = Vector4.Zero();\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 const blobTextureUrl = Tools.GetAssetUrl(FluentBackplateMaterial.BLOB_TEXTURE_URL);\r\n const iridescentMapUrl = Tools.GetAssetUrl(FluentBackplateMaterial.IM_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(iridescentMapUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\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 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 (!this._blobTexture.isReady() || !this._iridescentMap.isReady()) {\r\n return false;\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <FluentBackplateMaterialDefines>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 = \"fluentBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_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 \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Angle_\",\r\n \"_Fade_Out_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Iridescent_Map_\",\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 ];\r\n const samplers: string[] = [\"_Blob_Texture_\", \"_Iridescent_Map_\"];\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 shaderLanguage: this._shaderLanguage,\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 shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/fluentBackplate.vertex\"), import(\"./wgsl/fluentBackplate.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\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 = <FluentBackplateMaterialDefines>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 ?? Vector3.ZeroReadOnly);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", 1);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", 1.0);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE true;\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.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 // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n // \"ChooseAngle\"\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n\r\n // \"Multiply\"\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Color Texture\"\r\n //define IRIDESCENT_MAP_ENABLE true;\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMap);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", 1.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", 1.0);\r\n\r\n this._globalLeftIndexTipPosition4.set(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this._globalLeftIndexTipPosition4);\r\n\r\n this._globalRightIndexTipPosition4.set(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this._globalRightIndexTipPosition4);\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 /**\r\n * Disposes the material.\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n\r\n this._blobTexture.dispose();\r\n this._iridescentMap.dispose();\r\n }\r\n\r\n public override clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(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.FluentBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a fluent backplate material from parsed material data.\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new fluent backplate material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial {\r\n return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentBackplateMaterial\", FluentBackplateMaterial);\r\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluentBackplatePixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,32 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "fluentBackplatePixelShader";
4
+ const shader = `uniform cameraPosition: vec3f;varying vPosition: vec3f;varying vNormal: vec3f;varying vUV: vec2f;varying vTangent: vec3f;varying vBinormal: vec3f;varying vColor: vec4f;varying vExtra1: vec4f;varying vExtra2: vec4f;varying vExtra3: vec4f;uniform _Filter_Width_: f32;uniform _Base_Color_: vec4f;uniform _Line_Color_: vec4f;uniform _Rate_: f32;uniform _Highlight_Color_: vec4f;uniform _Highlight_Width_: f32;uniform _Highlight_: f32;uniform _Iridescence_Intensity_: f32;uniform _Iridescence_Edge_Intensity_: f32;uniform _Fade_Out_: f32;uniform _Reflected_: f32;uniform _Frequency_: f32;uniform _Vertical_Offset_: f32;var _Blob_Texture_Sampler: sampler;var _Blob_Texture_: texture_2d<f32>;var _Iridescent_Map_Sampler: sampler;var _Iridescent_Map_: texture_2d<f32>;fn roundRectFragment(radius: f32,lineWidth: f32,lineColor: vec4f,filterWidth: f32,uv: vec2f,rectParms: vec4f,fillColor: vec4f)->vec4f {let d: f32=length(max(abs(uv)-rectParms.xy,vec2f(0.0)));let dx: f32=max(fwidth(d)*filterWidth,0.00001);let g: f32=min(rectParms.z,rectParms.w);let dgrad: f32=max(fwidth(g)*filterWidth,0.00001);let insideRect: f32=clamp(g/dgrad,0.0,1.0);let inner: f32=clamp((d+dx*0.5-max(radius-lineWidth,d-dx*0.5))/dx,0.0,1.0);return clamp(mix(fillColor,lineColor,inner),vec4f(0.0),vec4f(1.0))*insideRect;}
5
+ fn blobFragment(blobInfo1: vec4f,blobInfo2: vec4f)->vec4f {let k1: f32=dot(blobInfo1.xy,blobInfo1.xy);let k2: f32=dot(blobInfo2.xy,blobInfo2.xy);var closer: vec3f;if (k1<k2) {closer=vec3f(k1,blobInfo1.z,blobInfo1.w);} else {closer=vec3f(k2,blobInfo2.z,blobInfo2.w);}
6
+ let blobUV: vec2f=vec2f(sqrt(closer.x),1.0-closer.y);return closer.z*textureSample(_Blob_Texture_,_Blob_Texture_Sampler,blobUV)*clamp(1.0-closer.x,0.0,1.0);}
7
+ fn lineFragment(baseColor: vec4f,highlightColor: vec4f,highlightWidth: f32,lineVertex: vec3f,highlight: f32)->vec4f {let k2: f32=1.0-clamp(abs(lineVertex.y/highlightWidth),0.0,1.0);return mix(baseColor,highlightColor,highlight*k2);}
8
+ fn scaleRGB(color: vec4f,scalar: f32)->vec4f {return vec4f(scalar,scalar,scalar,1.0)*color;}
9
+ @fragment
10
+ fn main(input: FragmentInputs)->FragmentOutputs {
11
+ #ifdef BLOB_ENABLE
12
+ let blobColor: vec4f=blobFragment(input.vExtra2,input.vExtra3);
13
+ #else
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+ let blobColor: vec4f=vec4f(0.0);
15
+ #endif
16
+ let lineColor: vec4f=lineFragment(uniforms._Line_Color_,uniforms._Highlight_Color_,uniforms._Highlight_Width_,input.vTangent,uniforms._Highlight_);let incident: vec3f=normalize(input.vPosition-uniforms.cameraPosition);let reflected: vec3f=reflect(incident,input.vBinormal);var reflectedResult: f32=dot(input.vNormal,incident);if (uniforms._Reflected_>0.5) {reflectedResult=dot(incident,reflected);}
17
+ let iridescentU: f32=fract((reflectedResult*uniforms._Frequency_+1.0)*0.5+input.vUV.y*uniforms._Vertical_Offset_);let iridescentUV: vec2f=vec2f(iridescentU,0.5);
18
+ #ifdef IRIDESCENT_MAP_ENABLE
19
+ let iridescentColor: vec4f=textureSample(_Iridescent_Map_,_Iridescent_Map_Sampler,iridescentUV);
20
+ #else
21
+ let iridescentColor: vec4f=vec4f(0.0);
22
+ #endif
23
+ let lineAndIridescent: vec4f=lineColor+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Edge_Intensity_).rgb,0.0);let fillAndIridescent: vec4f=uniforms._Base_Color_+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Intensity_).rgb,0.0);var lineOpaque: vec4f=lineAndIridescent;lineOpaque.a=1.0;let fillWithBlob: vec4f=blobColor+(1.0-blobColor.a)*fillAndIridescent;let color: vec4f=uniforms._Fade_Out_*roundRectFragment(input.vColor.r,input.vColor.g,lineOpaque,uniforms._Filter_Width_,input.vUV,input.vExtra1,fillWithBlob);if (color.a<0.001) {discard;}
24
+ fragmentOutputs.color=color;}
25
+ `;
26
+ // Sideeffect
27
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
28
+ ShaderStore.ShadersStoreWGSL[name] = shader;
29
+ }
30
+ /** @internal */
31
+ export const fluentBackplatePixelShaderWGSL = { name, shader };
32
+ //# sourceMappingURL=fluentBackplate.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluentBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentBackplatePixelShader\";\nconst shader = `uniform cameraPosition: vec3f;varying vPosition: vec3f;varying vNormal: vec3f;varying vUV: vec2f;varying vTangent: vec3f;varying vBinormal: vec3f;varying vColor: vec4f;varying vExtra1: vec4f;varying vExtra2: vec4f;varying vExtra3: vec4f;uniform _Filter_Width_: f32;uniform _Base_Color_: vec4f;uniform _Line_Color_: vec4f;uniform _Rate_: f32;uniform _Highlight_Color_: vec4f;uniform _Highlight_Width_: f32;uniform _Highlight_: f32;uniform _Iridescence_Intensity_: f32;uniform _Iridescence_Edge_Intensity_: f32;uniform _Fade_Out_: f32;uniform _Reflected_: f32;uniform _Frequency_: f32;uniform _Vertical_Offset_: f32;var _Blob_Texture_Sampler: sampler;var _Blob_Texture_: texture_2d<f32>;var _Iridescent_Map_Sampler: sampler;var _Iridescent_Map_: texture_2d<f32>;fn roundRectFragment(radius: f32,lineWidth: f32,lineColor: vec4f,filterWidth: f32,uv: vec2f,rectParms: vec4f,fillColor: vec4f)->vec4f {let d: f32=length(max(abs(uv)-rectParms.xy,vec2f(0.0)));let dx: f32=max(fwidth(d)*filterWidth,0.00001);let g: f32=min(rectParms.z,rectParms.w);let dgrad: f32=max(fwidth(g)*filterWidth,0.00001);let insideRect: f32=clamp(g/dgrad,0.0,1.0);let inner: f32=clamp((d+dx*0.5-max(radius-lineWidth,d-dx*0.5))/dx,0.0,1.0);return clamp(mix(fillColor,lineColor,inner),vec4f(0.0),vec4f(1.0))*insideRect;}\nfn blobFragment(blobInfo1: vec4f,blobInfo2: vec4f)->vec4f {let k1: f32=dot(blobInfo1.xy,blobInfo1.xy);let k2: f32=dot(blobInfo2.xy,blobInfo2.xy);var closer: vec3f;if (k1<k2) {closer=vec3f(k1,blobInfo1.z,blobInfo1.w);} else {closer=vec3f(k2,blobInfo2.z,blobInfo2.w);}\nlet blobUV: vec2f=vec2f(sqrt(closer.x),1.0-closer.y);return closer.z*textureSample(_Blob_Texture_,_Blob_Texture_Sampler,blobUV)*clamp(1.0-closer.x,0.0,1.0);}\nfn lineFragment(baseColor: vec4f,highlightColor: vec4f,highlightWidth: f32,lineVertex: vec3f,highlight: f32)->vec4f {let k2: f32=1.0-clamp(abs(lineVertex.y/highlightWidth),0.0,1.0);return mix(baseColor,highlightColor,highlight*k2);}\nfn scaleRGB(color: vec4f,scalar: f32)->vec4f {return vec4f(scalar,scalar,scalar,1.0)*color;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef BLOB_ENABLE\nlet blobColor: vec4f=blobFragment(input.vExtra2,input.vExtra3);\n#else\nlet blobColor: vec4f=vec4f(0.0);\n#endif\nlet lineColor: vec4f=lineFragment(uniforms._Line_Color_,uniforms._Highlight_Color_,uniforms._Highlight_Width_,input.vTangent,uniforms._Highlight_);let incident: vec3f=normalize(input.vPosition-uniforms.cameraPosition);let reflected: vec3f=reflect(incident,input.vBinormal);var reflectedResult: f32=dot(input.vNormal,incident);if (uniforms._Reflected_>0.5) {reflectedResult=dot(incident,reflected);}\nlet iridescentU: f32=fract((reflectedResult*uniforms._Frequency_+1.0)*0.5+input.vUV.y*uniforms._Vertical_Offset_);let iridescentUV: vec2f=vec2f(iridescentU,0.5);\n#ifdef IRIDESCENT_MAP_ENABLE\nlet iridescentColor: vec4f=textureSample(_Iridescent_Map_,_Iridescent_Map_Sampler,iridescentUV);\n#else\nlet iridescentColor: vec4f=vec4f(0.0);\n#endif\nlet lineAndIridescent: vec4f=lineColor+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Edge_Intensity_).rgb,0.0);let fillAndIridescent: vec4f=uniforms._Base_Color_+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Intensity_).rgb,0.0);var lineOpaque: vec4f=lineAndIridescent;lineOpaque.a=1.0;let fillWithBlob: vec4f=blobColor+(1.0-blobColor.a)*fillAndIridescent;let color: vec4f=uniforms._Fade_Out_*roundRectFragment(input.vColor.r,input.vColor.g,lineOpaque,uniforms._Filter_Width_,input.vUV,input.vExtra1,fillWithBlob);if (color.a<0.001) {discard;}\nfragmentOutputs.color=color;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluentBackplatePixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluentBackplateVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,72 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "fluentBackplateVertexShader";
4
+ const shader = `uniform world: mat4x4f;uniform viewProjection: mat4x4f;uniform cameraPosition: vec3f;attribute position: vec3f;attribute normal: vec3f;
5
+ #ifdef TANGENT
6
+ attribute tangent: vec3f;
7
+ #endif
8
+ uniform _Radius_: f32;uniform _Line_Width_: f32;uniform _Absolute_Sizes_: f32;uniform _Filter_Width_: f32;uniform _Radius_Top_Left_: f32;uniform _Radius_Top_Right_: f32;uniform _Radius_Bottom_Left_: f32;uniform _Radius_Bottom_Right_: f32;uniform _Blob_Position_: vec3f;uniform _Blob_Intensity_: f32;uniform _Blob_Near_Size_: f32;uniform _Blob_Far_Size_: f32;uniform _Blob_Near_Distance_: f32;uniform _Blob_Far_Distance_: f32;uniform _Blob_Fade_Length_: f32;uniform _Blob_Pulse_: f32;uniform _Blob_Fade_: f32;uniform _Blob_Position_2_: vec3f;uniform _Blob_Near_Size_2_: f32;uniform _Blob_Pulse_2_: f32;uniform _Blob_Fade_2_: f32;uniform _Rate_: f32;uniform _Highlight_Transform_: vec4f;uniform _Angle_: f32;uniform _Use_Global_Left_Index_: f32;uniform _Use_Global_Right_Index_: f32;uniform Global_Left_Index_Tip_Position: vec4f;uniform Global_Right_Index_Tip_Position: vec4f;varying vPosition: vec3f;varying vNormal: vec3f;varying vUV: vec2f;varying vTangent: vec3f;varying vBinormal: vec3f;varying vColor: vec4f;varying vExtra1: vec4f;varying vExtra2: vec4f;varying vExtra3: vec4f;fn pickDir(degrees: f32,dirX: vec3f,dirY: vec3f)->vec3f {let angle: f32=degrees*3.14159/180.0;return cos(angle)*dirX+sin(angle)*dirY;}
9
+ fn moveVerts(anisotropy: f32,p: vec3f,radius: f32)->array<vec4f,2> {let uv: vec2f=p.xy*2.0+vec2f(0.5);let center: vec2f=clamp(uv,vec2f(0.0),vec2f(1.0));let delta: vec2f=uv-center;let r2: vec2f=2.0*vec2f(radius/anisotropy,radius);let newUV: vec2f=center+r2*(uv-2.0*center+vec2f(0.5));let newP: vec3f=vec3f(newUV-vec2f(0.5),p.z);let radialGradient: f32=1.0-length(delta)*2.0;let radialDir: vec3f=vec3f(delta*r2,0.0);return array<vec4f,2>(vec4f(newP,radialGradient),vec4f(newUV,radialDir.xy));}
10
+ fn relativeOrAbsoluteDetail(nominalRadius: f32,nominalLineWidth: f32,absoluteMeasurements: f32,height: f32)->vec2f {var scale: f32=1.0;if (absoluteMeasurements>0.5) {scale=1.0/height;}
11
+ return vec2f(nominalRadius*scale,nominalLineWidth*scale);}
12
+ fn edgeAAVertex(
13
+ positionWorld: vec3f,
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+ positionObject: vec3f,
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+ normalObject: vec3f,
16
+ eye: vec3f,
17
+ radialGradient: f32,
18
+ tangentObject: vec3f
19
+ )->vec2f {let incident: vec3f=eye-positionWorld;let tangentWorld: vec3f=(uniforms.world*vec4f(tangentObject,0.0)).xyz;var g: f32=1.0;if (dot(tangentWorld,incident)<0.0) {g=0.0;}
20
+ if (normalObject.z==0.0) {if (positionObject.z>0.0) {return vec2f(g,1.0);}
21
+ return vec2f(1.0,g);}
22
+ return vec2f(g+(1.0-g)*radialGradient,1.0);}
23
+ fn pickRadius(radius: f32,topLeft: f32,topRight: f32,bottomLeft: f32,bottomRight: f32,positionObject: vec3f)->f32 {var result: f32;if (positionObject.x<0.0) {if (positionObject.y>0.0) {result=topLeft;} else {result=bottomLeft;}} else {if (positionObject.y>0.0) {result=topRight;} else {result=bottomRight;}}
24
+ return result*radius;}
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+ fn blobVertex(
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+ positionWorld: vec3f,
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+ normalWorld: vec3f,
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+ tangentWorld: vec3f,
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+ binormalWorld: vec3f,
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+ blobPosition: vec3f,
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+ intensity: f32,
32
+ blobNearSize: f32,
33
+ blobFarSize: f32,
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+ blobNearDistance: f32,
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+ blobFarDistance: f32,
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+ blobFadeLength: f32,
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+ blobPulse: f32,
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+ blobFade: f32
39
+ )->vec4f {let delta: vec3f=blobPosition-positionWorld;let dist: f32=dot(normalWorld,delta);let lerpValue: f32=clamp((abs(dist)-blobNearDistance)/(blobFarDistance-blobNearDistance),0.0,1.0);let fadeValue: f32=1.0-clamp((abs(dist)-blobFarDistance)/blobFadeLength,0.0,1.0);let size: f32=blobNearSize+(blobFarSize-blobNearSize)*lerpValue;let blobXY: vec2f=vec2f(dot(delta,tangentWorld),dot(delta,binormalWorld))/(0.0001+size);let fade: f32=fadeValue*intensity*blobFade;let distance: f32=(lerpValue*0.5+0.5)*(1.0-blobPulse);return vec4f(blobXY.x,blobXY.y,distance,fade);}
40
+ fn roundRectVertex(uv: vec2f,radius: f32,margin: f32,anisotropy: f32,gradient1: f32,gradient2: f32)->array<vec4f,2> {let scaleXY: vec2f=vec2f(anisotropy,1.0);let lineUV: vec2f=uv-vec2f(0.5);let rectUV: vec2f=lineUV*scaleXY;let rectParms: vec4f=vec4f(scaleXY*0.5-vec2f(radius)-vec2f(margin),gradient1,gradient2);return array<vec4f,2>(vec4f(rectUV,lineUV),rectParms);}
41
+ fn lineVertex(uv: vec2f,time: f32,rate: f32,highlightTransform: vec4f)->vec3f {let angle2: f32=(rate*time)*2.0*3.1416;let sinAngle2: f32=sin(angle2);let cosAngle2: f32=cos(angle2);let xformUV: vec2f=uv*highlightTransform.xy+highlightTransform.zw;return vec3f(0.0,cosAngle2*xformUV.x-sinAngle2*xformUV.y,0.0);}
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+ @vertex
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+ fn main(input: VertexInputs)->FragmentInputs {let normalWorld: vec3f=normalize((uniforms.world*vec4f(vertexInputs.normal,0.0)).xyz);let tangentWorld: vec3f=(uniforms.world*vec4f(vec3f(1.0,0.0,0.0),0.0)).xyz;let tangentLength: f32=length(tangentWorld);let tangentWorldN: vec3f=tangentWorld/tangentLength;let binormalWorld: vec3f=(uniforms.world*vec4f(vec3f(0.0,1.0,0.0),0.0)).xyz;let binormalLength: f32=length(binormalWorld);let binormalWorldN: vec3f=binormalWorld/binormalLength;let anisotropy: f32=tangentLength/binormalLength;let blobPositionLeft: vec3f=mix(uniforms._Blob_Position_,uniforms.Global_Left_Index_Tip_Position.xyz,step(0.5,uniforms._Use_Global_Left_Index_));let blobPositionRight: vec3f=mix(uniforms._Blob_Position_2_,uniforms.Global_Right_Index_Tip_Position.xyz,step(0.5,uniforms._Use_Global_Right_Index_));let radiusMultiplier: f32=pickRadius(uniforms._Radius_,uniforms._Radius_Top_Left_,uniforms._Radius_Top_Right_,uniforms._Radius_Bottom_Left_,uniforms._Radius_Bottom_Right_,vertexInputs.position);let normalDir: vec3f=pickDir(uniforms._Angle_,tangentWorldN,binormalWorldN);let detail: vec2f=relativeOrAbsoluteDetail(radiusMultiplier,uniforms._Line_Width_,uniforms._Absolute_Sizes_,binormalLength);let radius: f32=detail.x;let lineWidth: f32=detail.y;let moved: array<vec4f,2>=moveVerts(anisotropy,vertexInputs.position,radius);let newP: vec3f=moved[0].xyz;let radialGradient: f32=moved[0].w;let newUV: vec2f=moved[1].xy;let positionWorld: vec3f=(uniforms.world*vec4f(newP,1.0)).xyz;
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+ #ifdef BLOB_ENABLE
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+ let blobInfoLeft: vec4f=blobVertex(positionWorld,normalWorld,tangentWorldN,binormalWorldN,blobPositionLeft,uniforms._Blob_Intensity_,uniforms._Blob_Near_Size_,uniforms._Blob_Far_Size_,uniforms._Blob_Near_Distance_,uniforms._Blob_Far_Distance_,uniforms._Blob_Fade_Length_,uniforms._Blob_Pulse_,uniforms._Blob_Fade_);
46
+ #else
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+ let blobInfoLeft: vec4f=vec4f(0.0);
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+ #endif
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+ #ifdef BLOB_ENABLE_2
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+ let blobInfoRight: vec4f=blobVertex(positionWorld,normalWorld,tangentWorldN,binormalWorldN,blobPositionRight,uniforms._Blob_Intensity_,uniforms._Blob_Near_Size_2_,uniforms._Blob_Far_Size_,uniforms._Blob_Near_Distance_,uniforms._Blob_Far_Distance_,uniforms._Blob_Fade_Length_,uniforms._Blob_Pulse_2_,uniforms._Blob_Fade_2_);
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+ #else
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+ let blobInfoRight: vec4f=vec4f(0.0);
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+ #endif
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+ #ifdef TANGENT
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+ let tangentObject: vec3f=vertexInputs.tangent;
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+ #else
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+ let tangentObject: vec3f=vec3f(0.0);
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+ #endif
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+ #ifdef SMOOTH_EDGES
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+ let edgeGradient: vec2f=edgeAAVertex(positionWorld,vertexInputs.position,vertexInputs.normal,uniforms.cameraPosition,radialGradient,tangentObject);
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+ #else
62
+ let edgeGradient: vec2f=vec2f(1.0);
63
+ #endif
64
+ let rectData: array<vec4f,2>=roundRectVertex(newUV,radius,0.0,anisotropy,edgeGradient.x,edgeGradient.y);let lineVx: vec3f=lineVertex(rectData[0].zw,0.0,uniforms._Rate_,uniforms._Highlight_Transform_);vertexOutputs.position=uniforms.viewProjection*vec4f(positionWorld,1.0);vertexOutputs.vPosition=positionWorld;vertexOutputs.vNormal=normalDir;vertexOutputs.vUV=rectData[0].xy;vertexOutputs.vTangent=lineVx;vertexOutputs.vBinormal=normalWorld;vertexOutputs.vColor=vec4f(radius,lineWidth,0.0,1.0);vertexOutputs.vExtra1=rectData[1];vertexOutputs.vExtra2=blobInfoLeft;vertexOutputs.vExtra3=blobInfoRight;}
65
+ `;
66
+ // Sideeffect
67
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
68
+ ShaderStore.ShadersStoreWGSL[name] = shader;
69
+ }
70
+ /** @internal */
71
+ export const fluentBackplateVertexShaderWGSL = { name, shader };
72
+ //# sourceMappingURL=fluentBackplate.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluentBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentBackplateVertexShader\";\nconst shader = `uniform world: mat4x4f;uniform viewProjection: mat4x4f;uniform cameraPosition: vec3f;attribute position: vec3f;attribute normal: vec3f;\n#ifdef TANGENT\nattribute tangent: vec3f;\n#endif\nuniform _Radius_: f32;uniform _Line_Width_: f32;uniform _Absolute_Sizes_: f32;uniform _Filter_Width_: f32;uniform _Radius_Top_Left_: f32;uniform _Radius_Top_Right_: f32;uniform _Radius_Bottom_Left_: f32;uniform _Radius_Bottom_Right_: f32;uniform _Blob_Position_: vec3f;uniform _Blob_Intensity_: f32;uniform _Blob_Near_Size_: f32;uniform _Blob_Far_Size_: f32;uniform _Blob_Near_Distance_: f32;uniform _Blob_Far_Distance_: f32;uniform _Blob_Fade_Length_: f32;uniform _Blob_Pulse_: f32;uniform _Blob_Fade_: f32;uniform _Blob_Position_2_: vec3f;uniform _Blob_Near_Size_2_: f32;uniform _Blob_Pulse_2_: f32;uniform _Blob_Fade_2_: f32;uniform _Rate_: f32;uniform _Highlight_Transform_: vec4f;uniform _Angle_: f32;uniform _Use_Global_Left_Index_: f32;uniform _Use_Global_Right_Index_: f32;uniform Global_Left_Index_Tip_Position: vec4f;uniform Global_Right_Index_Tip_Position: vec4f;varying vPosition: vec3f;varying vNormal: vec3f;varying vUV: vec2f;varying vTangent: vec3f;varying vBinormal: vec3f;varying vColor: vec4f;varying vExtra1: vec4f;varying vExtra2: vec4f;varying vExtra3: vec4f;fn pickDir(degrees: f32,dirX: vec3f,dirY: vec3f)->vec3f {let angle: f32=degrees*3.14159/180.0;return cos(angle)*dirX+sin(angle)*dirY;}\nfn moveVerts(anisotropy: f32,p: vec3f,radius: f32)->array<vec4f,2> {let uv: vec2f=p.xy*2.0+vec2f(0.5);let center: vec2f=clamp(uv,vec2f(0.0),vec2f(1.0));let delta: vec2f=uv-center;let r2: vec2f=2.0*vec2f(radius/anisotropy,radius);let newUV: vec2f=center+r2*(uv-2.0*center+vec2f(0.5));let newP: vec3f=vec3f(newUV-vec2f(0.5),p.z);let radialGradient: f32=1.0-length(delta)*2.0;let radialDir: vec3f=vec3f(delta*r2,0.0);return array<vec4f,2>(vec4f(newP,radialGradient),vec4f(newUV,radialDir.xy));}\nfn relativeOrAbsoluteDetail(nominalRadius: f32,nominalLineWidth: f32,absoluteMeasurements: f32,height: f32)->vec2f {var scale: f32=1.0;if (absoluteMeasurements>0.5) {scale=1.0/height;}\nreturn vec2f(nominalRadius*scale,nominalLineWidth*scale);}\nfn edgeAAVertex(\npositionWorld: vec3f,\npositionObject: vec3f,\nnormalObject: vec3f,\neye: vec3f,\nradialGradient: f32,\ntangentObject: vec3f\n)->vec2f {let incident: vec3f=eye-positionWorld;let tangentWorld: vec3f=(uniforms.world*vec4f(tangentObject,0.0)).xyz;var g: f32=1.0;if (dot(tangentWorld,incident)<0.0) {g=0.0;}\nif (normalObject.z==0.0) {if (positionObject.z>0.0) {return vec2f(g,1.0);}\nreturn vec2f(1.0,g);}\nreturn vec2f(g+(1.0-g)*radialGradient,1.0);}\nfn pickRadius(radius: f32,topLeft: f32,topRight: f32,bottomLeft: f32,bottomRight: f32,positionObject: vec3f)->f32 {var result: f32;if (positionObject.x<0.0) {if (positionObject.y>0.0) {result=topLeft;} else {result=bottomLeft;}} else {if (positionObject.y>0.0) {result=topRight;} else {result=bottomRight;}}\nreturn result*radius;}\nfn blobVertex(\npositionWorld: vec3f,\nnormalWorld: vec3f,\ntangentWorld: vec3f,\nbinormalWorld: vec3f,\nblobPosition: vec3f,\nintensity: f32,\nblobNearSize: f32,\nblobFarSize: f32,\nblobNearDistance: f32,\nblobFarDistance: f32,\nblobFadeLength: f32,\nblobPulse: f32,\nblobFade: f32\n)->vec4f {let delta: vec3f=blobPosition-positionWorld;let dist: f32=dot(normalWorld,delta);let lerpValue: f32=clamp((abs(dist)-blobNearDistance)/(blobFarDistance-blobNearDistance),0.0,1.0);let fadeValue: f32=1.0-clamp((abs(dist)-blobFarDistance)/blobFadeLength,0.0,1.0);let size: f32=blobNearSize+(blobFarSize-blobNearSize)*lerpValue;let blobXY: vec2f=vec2f(dot(delta,tangentWorld),dot(delta,binormalWorld))/(0.0001+size);let fade: f32=fadeValue*intensity*blobFade;let distance: f32=(lerpValue*0.5+0.5)*(1.0-blobPulse);return vec4f(blobXY.x,blobXY.y,distance,fade);}\nfn roundRectVertex(uv: vec2f,radius: f32,margin: f32,anisotropy: f32,gradient1: f32,gradient2: f32)->array<vec4f,2> {let scaleXY: vec2f=vec2f(anisotropy,1.0);let lineUV: vec2f=uv-vec2f(0.5);let rectUV: vec2f=lineUV*scaleXY;let rectParms: vec4f=vec4f(scaleXY*0.5-vec2f(radius)-vec2f(margin),gradient1,gradient2);return array<vec4f,2>(vec4f(rectUV,lineUV),rectParms);}\nfn lineVertex(uv: vec2f,time: f32,rate: f32,highlightTransform: vec4f)->vec3f {let angle2: f32=(rate*time)*2.0*3.1416;let sinAngle2: f32=sin(angle2);let cosAngle2: f32=cos(angle2);let xformUV: vec2f=uv*highlightTransform.xy+highlightTransform.zw;return vec3f(0.0,cosAngle2*xformUV.x-sinAngle2*xformUV.y,0.0);}\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {let normalWorld: vec3f=normalize((uniforms.world*vec4f(vertexInputs.normal,0.0)).xyz);let tangentWorld: vec3f=(uniforms.world*vec4f(vec3f(1.0,0.0,0.0),0.0)).xyz;let tangentLength: f32=length(tangentWorld);let tangentWorldN: vec3f=tangentWorld/tangentLength;let binormalWorld: vec3f=(uniforms.world*vec4f(vec3f(0.0,1.0,0.0),0.0)).xyz;let binormalLength: f32=length(binormalWorld);let binormalWorldN: vec3f=binormalWorld/binormalLength;let anisotropy: f32=tangentLength/binormalLength;let blobPositionLeft: vec3f=mix(uniforms._Blob_Position_,uniforms.Global_Left_Index_Tip_Position.xyz,step(0.5,uniforms._Use_Global_Left_Index_));let blobPositionRight: vec3f=mix(uniforms._Blob_Position_2_,uniforms.Global_Right_Index_Tip_Position.xyz,step(0.5,uniforms._Use_Global_Right_Index_));let radiusMultiplier: f32=pickRadius(uniforms._Radius_,uniforms._Radius_Top_Left_,uniforms._Radius_Top_Right_,uniforms._Radius_Bottom_Left_,uniforms._Radius_Bottom_Right_,vertexInputs.position);let normalDir: vec3f=pickDir(uniforms._Angle_,tangentWorldN,binormalWorldN);let detail: vec2f=relativeOrAbsoluteDetail(radiusMultiplier,uniforms._Line_Width_,uniforms._Absolute_Sizes_,binormalLength);let radius: f32=detail.x;let lineWidth: f32=detail.y;let moved: array<vec4f,2>=moveVerts(anisotropy,vertexInputs.position,radius);let newP: vec3f=moved[0].xyz;let radialGradient: f32=moved[0].w;let newUV: vec2f=moved[1].xy;let positionWorld: vec3f=(uniforms.world*vec4f(newP,1.0)).xyz;\n#ifdef BLOB_ENABLE\nlet blobInfoLeft: vec4f=blobVertex(positionWorld,normalWorld,tangentWorldN,binormalWorldN,blobPositionLeft,uniforms._Blob_Intensity_,uniforms._Blob_Near_Size_,uniforms._Blob_Far_Size_,uniforms._Blob_Near_Distance_,uniforms._Blob_Far_Distance_,uniforms._Blob_Fade_Length_,uniforms._Blob_Pulse_,uniforms._Blob_Fade_);\n#else\nlet blobInfoLeft: vec4f=vec4f(0.0);\n#endif\n#ifdef BLOB_ENABLE_2\nlet blobInfoRight: vec4f=blobVertex(positionWorld,normalWorld,tangentWorldN,binormalWorldN,blobPositionRight,uniforms._Blob_Intensity_,uniforms._Blob_Near_Size_2_,uniforms._Blob_Far_Size_,uniforms._Blob_Near_Distance_,uniforms._Blob_Far_Distance_,uniforms._Blob_Fade_Length_,uniforms._Blob_Pulse_2_,uniforms._Blob_Fade_2_);\n#else\nlet blobInfoRight: vec4f=vec4f(0.0);\n#endif\n#ifdef TANGENT\nlet tangentObject: vec3f=vertexInputs.tangent;\n#else\nlet tangentObject: vec3f=vec3f(0.0);\n#endif\n#ifdef SMOOTH_EDGES\nlet edgeGradient: vec2f=edgeAAVertex(positionWorld,vertexInputs.position,vertexInputs.normal,uniforms.cameraPosition,radialGradient,tangentObject);\n#else\nlet edgeGradient: vec2f=vec2f(1.0);\n#endif\nlet rectData: array<vec4f,2>=roundRectVertex(newUV,radius,0.0,anisotropy,edgeGradient.x,edgeGradient.y);let lineVx: vec3f=lineVertex(rectData[0].zw,0.0,uniforms._Rate_,uniforms._Highlight_Transform_);vertexOutputs.position=uniforms.viewProjection*vec4f(positionWorld,1.0);vertexOutputs.vPosition=positionWorld;vertexOutputs.vNormal=normalDir;vertexOutputs.vUV=rectData[0].xy;vertexOutputs.vTangent=lineVx;vertexOutputs.vBinormal=normalWorld;vertexOutputs.vColor=vec4f(radius,lineWidth,0.0,1.0);vertexOutputs.vExtra1=rectData[1];vertexOutputs.vExtra2=blobInfoLeft;vertexOutputs.vExtra3=blobInfoRight;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluentBackplateVertexShaderWGSL = { name, shader };\n"]}
@@ -15,6 +15,7 @@ import "./shaders/fluentButton.vertex.js";
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  * @since 5.0.0
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  */
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  export declare class FluentButtonMaterial extends PushMaterial {
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+ private _shadersLoaded;
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  /**
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  * URL pointing to the texture used to define the coloring for the fluent blob effect.
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  */
@@ -170,6 +171,7 @@ export declare class FluentButtonMaterial extends PushMaterial {
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  */
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  globalRightIndexTipPosition: Vector3;
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  private _blobTexture;
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+ private _blobTextureUrl;
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  constructor(name: string, scene?: Scene);
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  needAlphaBlending(): boolean;
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  needAlphaTesting(): boolean;
@@ -181,9 +183,20 @@ export declare class FluentButtonMaterial extends PushMaterial {
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  * @returns the list of animatables object used in the material
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  */
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  getAnimatables(): IAnimatable[];
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+ /**
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+ * Disposes the material.
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+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
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+ */
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  dispose(forceDisposeEffect?: boolean): void;
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  clone(name: string): FluentButtonMaterial;
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  serialize(): any;
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  getClassName(): string;
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+ /**
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+ * Creates a fluent button material from parsed material data.
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+ * @param source defines the JSON representation of the material
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a new fluent button material
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+ */
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  static Parse(source: any, scene: Scene, rootUrl: string): FluentButtonMaterial;
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  }
@@ -32,6 +32,7 @@ class FluentButtonMaterialDefines extends MaterialDefines {
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  export class FluentButtonMaterial extends PushMaterial {
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  constructor(name, scene) {
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  super(name, scene);
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+ this._shadersLoaded = false;
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  /**
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  * Gets or sets the width of the glowing edge, relative to the scale of the button.
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  * (Default is 4% of the height).
@@ -185,8 +186,8 @@ export class FluentButtonMaterial extends PushMaterial {
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  this.alphaMode = Constants.ALPHA_ADD;
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  this.disableDepthWrite = true;
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  this.backFaceCulling = false;
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- const blobTextureUrl = Tools.GetAssetUrl(FluentButtonMaterial.BLOB_TEXTURE_URL);
189
- this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);
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+ this._blobTextureUrl = Tools.GetAssetUrl(FluentButtonMaterial.BLOB_TEXTURE_URL);
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+ this._blobTexture = new Texture(this._blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);
190
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  }
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  needAlphaBlending() {
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  return true;
@@ -210,6 +211,11 @@ export class FluentButtonMaterial extends PushMaterial {
210
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  }
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  const defines = subMesh.materialDefines;
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  const scene = this.getScene();
214
+ const blobTextureError = this._blobTexture.errorObject;
215
+ if (this._blobTexture.loadingError || blobTextureError) {
216
+ const textureErrorMessage = blobTextureError?.message || (blobTextureError?.exception instanceof Error ? blobTextureError.exception.message : undefined);
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+ throw new Error(`FluentButtonMaterial "${this.name}" failed to load blob texture "${this._blobTextureUrl}"${textureErrorMessage ? `: ${textureErrorMessage}` : ""}. Check FluentButtonMaterial.BLOB_TEXTURE_URL and asset availability.`, { cause: blobTextureError?.exception });
218
+ }
213
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  if (!this._blobTexture.isReady()) {
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  return false;
215
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  }
@@ -310,6 +316,7 @@ export class FluentButtonMaterial extends PushMaterial {
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  samplers: samplers,
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  defines: defines,
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  maxSimultaneousLights: 4,
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+ shaderLanguage: this._shaderLanguage,
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  });
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  subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
315
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  attributes: attribs,
@@ -321,6 +328,15 @@ export class FluentButtonMaterial extends PushMaterial {
321
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  onCompiled: this.onCompiled,
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  onError: this.onError,
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  indexParameters: { maxSimultaneousLights: 4 },
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+ shaderLanguage: this._shaderLanguage,
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+ extraInitializationsAsync: this._shadersLoaded
333
+ ? undefined
334
+ : async () => {
335
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
336
+ await Promise.all([import("./wgsl/fluentButton.vertex.js"), import("./wgsl/fluentButton.fragment.js")]);
337
+ }
338
+ this._shadersLoaded = true;
339
+ },
324
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  }, engine), defines, this._materialContext);
325
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  }
326
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  if (!subMesh.effect || !subMesh.effect.isReady()) {
@@ -404,6 +420,10 @@ export class FluentButtonMaterial extends PushMaterial {
404
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  getAnimatables() {
405
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  return [];
406
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  }
423
+ /**
424
+ * Disposes the material.
425
+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
426
+ */
407
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  dispose(forceDisposeEffect) {
408
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  super.dispose(forceDisposeEffect);
409
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  }
@@ -419,6 +439,13 @@ export class FluentButtonMaterial extends PushMaterial {
419
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  return "FluentButtonMaterial";
420
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  }
421
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  // Statics
442
+ /**
443
+ * Creates a fluent button material from parsed material data.
444
+ * @param source defines the JSON representation of the material
445
+ * @param scene defines the hosting scene
446
+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
447
+ * @returns a new fluent button material
448
+ */
422
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  static Parse(source, scene, rootUrl) {
423
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  return SerializationHelper.Parse(() => new FluentButtonMaterial(source.name, scene), source, scene, rootUrl);
424
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  }