@babylonjs/materials 5.0.0-alpha.6 → 5.0.0-alpha.60
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.fragment.js +14 -14
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.js +13 -13
- package/cell/cell.vertex.js.map +1 -1
- package/cell/cellMaterial.js +19 -19
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.js +1 -1
- package/custom/customMaterial.js +4 -4
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.js +2 -2
- package/custom/pbrCustomMaterial.d.ts +2 -0
- package/custom/pbrCustomMaterial.js +13 -7
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.fragment.js +8 -8
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.js +10 -10
- package/fire/fire.vertex.js.map +1 -1
- package/fire/fireMaterial.js +21 -21
- package/fire/fireMaterial.js.map +1 -1
- package/fire/index.js +1 -1
- package/fur/fur.fragment.js +14 -14
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.js +13 -13
- package/fur/fur.vertex.js.map +1 -1
- package/fur/furMaterial.js +23 -23
- package/fur/furMaterial.js.map +1 -1
- package/fur/index.js +1 -1
- package/gradient/gradient.fragment.js +14 -14
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.js +13 -13
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/gradientMaterial.js +18 -18
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.js +1 -1
- package/grid/grid.fragment.js +6 -6
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.js +6 -6
- package/grid/grid.vertex.js.map +1 -1
- package/grid/gridMaterial.js +20 -19
- package/grid/gridMaterial.js.map +1 -1
- package/grid/index.js +1 -1
- package/index.d.ts +15 -15
- package/index.js +15 -15
- package/index.js.map +1 -1
- package/lava/index.js +1 -1
- package/lava/lava.fragment.js +14 -14
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.js +13 -13
- package/lava/lava.vertex.js.map +1 -1
- package/lava/lavaMaterial.js +19 -19
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.js +2 -2
- package/legacy/legacy-custom.js +2 -2
- package/legacy/legacy-fire.js +2 -2
- package/legacy/legacy-fur.js +2 -2
- package/legacy/legacy-gradient.js +2 -2
- package/legacy/legacy-grid.js +2 -2
- package/legacy/legacy-lava.js +2 -2
- package/legacy/legacy-mix.js +2 -2
- package/legacy/legacy-normal.js +2 -2
- package/legacy/legacy-shadowOnly.js +2 -2
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js +2 -2
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js +2 -2
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js +2 -2
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js +2 -2
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js +2 -2
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.js +2 -2
- package/mix/index.js +1 -1
- package/mix/mix.fragment.js +14 -14
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.js +13 -13
- package/mix/mix.vertex.js.map +1 -1
- package/mix/mixMaterial.js +19 -19
- package/mix/mixMaterial.js.map +1 -1
- package/normal/index.js +1 -1
- package/normal/normal.fragment.js +14 -14
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.js +13 -13
- package/normal/normal.vertex.js.map +1 -1
- package/normal/normalMaterial.js +19 -19
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +3 -3
- package/shadowOnly/index.js +1 -1
- package/shadowOnly/shadowOnly.fragment.js +13 -13
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.js +13 -13
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/shadowOnlyMaterial.js +18 -18
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/index.js +1 -1
- package/simple/simple.fragment.js +14 -14
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.js +13 -13
- package/simple/simple.vertex.js.map +1 -1
- package/simple/simpleMaterial.js +19 -19
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/index.js +1 -1
- package/sky/sky.fragment.js +7 -7
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.js +6 -6
- package/sky/sky.vertex.js.map +1 -1
- package/sky/skyMaterial.js +23 -20
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/index.js +1 -1
- package/terrain/terrain.fragment.js +14 -14
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.js +13 -13
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/terrainMaterial.js +19 -19
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.js +1 -1
- package/triPlanar/triPlanarMaterial.js +19 -19
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.js +14 -14
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.js +14 -14
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/index.js +1 -1
- package/water/water.fragment.js +16 -16
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.js +15 -15
- package/water/water.vertex.js.map +1 -1
- package/water/waterMaterial.js +30 -29
- package/water/waterMaterial.js.map +1 -1
@@ -1 +1 @@
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{"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,+DAA+D,CAAC;AACvE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,iBAAiB,CAAC;AAC7B,IAAI,MAAM,GAAG,m+EA4FX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'gridPixelShader';\nlet shader = `#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;\nuniform float visibility;\nuniform vec3 mainColor;\nuniform vec3 lineColor;\nuniform vec4 gridControl;\nuniform vec3 gridOffset;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogFragmentDeclaration>\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\nfloat getDynamicVisibility(float position) {\n\nfloat majorGridFrequency=gridControl.y;\nif (floor(position+0.5) == floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{\nreturn 1.0;\n}\nreturn gridControl.z;\n}\nfloat getAnisotropicAttenuation(float differentialLength) {\nconst float maxNumberOfLines=10.0;\nreturn clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);\n}\nfloat isPointOnLine(float position,float differentialLength) {\nfloat fractionPartOfPosition=position-floor(position+0.5);\nfractionPartOfPosition/=differentialLength;\nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);\nfloat result=0.5+0.5*cos(fractionPartOfPosition*PI);\nreturn result;\n}\nfloat contributionOnAxis(float position) {\nfloat differentialLength=length(vec2(dFdx(position),dFdy(position)));\ndifferentialLength*=SQRT2;\n\nfloat result=isPointOnLine(position,differentialLength);\n\nfloat dynamicVisibility=getDynamicVisibility(position);\nresult*=dynamicVisibility;\n\nfloat anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);\nresult*=anisotropicAttenuation;\nreturn result;\n}\nfloat normalImpactOnAxis(float x) {\nfloat normalImpact=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=(vPosition+gridOffset.xyz)/gridRatio;\n\nfloat x=contributionOnAxis(gridPos.x);\nfloat y=contributionOnAxis(gridPos.y);\nfloat z=contributionOnAxis(gridPos.z);\n\nvec3 normal=normalize(vNormal);\nx*=normalImpactOnAxis(normal.x);\ny*=normalImpactOnAxis(normal.y);\nz*=normalImpactOnAxis(normal.z);\n\nfloat grid=clamp(x+y+z,0.,1.);\n\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include<fogFragment>\n#endif\nfloat opacity=1.0;\n#ifdef TRANSPARENT\nopacity=clamp(grid,0.08,gridControl.w*grid);\n#endif\n#ifdef OPACITY\nopacity*=texture2D(opacitySampler,vOpacityUV).a;\n#endif\n\ngl_FragColor=vec4(color.rgb,opacity*visibility);\n#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n#endif\n#include<imageProcessingCompatibility>\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var gridPixelShader = { name, shader };\n"]}
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package/grid/grid.vertex.js
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@@ -1,11 +1,11 @@
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import {
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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var name = 'gridVertexShader';
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var shader = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#include<instancesDeclaration>\n\nuniform mat4 projection;\nuniform mat4 view;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\nvoid main(void) {\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;\ngl_Position=projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\nvPosition=position;\nvNormal=normal;\n}";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var gridVertexShader = { name: name, shader: shader };
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//# sourceMappingURL=grid.vertex.js.map
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package/grid/grid.vertex.js.map
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@@ -1 +1 @@
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{"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,6DAA6D,CAAC;AACrE,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAE1D,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,65BA+CX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\n\nlet name = 'gridVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#include<instancesDeclaration>\n\nuniform mat4 projection;\nuniform mat4 view;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\nvoid main(void) {\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;\ngl_Position=projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\nvPosition=position;\nvNormal=normal;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var gridVertexShader = { name, shader };\n"]}
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package/grid/gridMaterial.js
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import { __decorate, __extends } from "tslib";
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import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
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import { Vector4, Vector3 } from "@babylonjs/core/Maths/math.vector";
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import { Color3 } from "@babylonjs/core/Maths/math.color";
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import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
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import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
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import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
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import { VertexBuffer } from "@babylonjs/core/
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import {
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import "./grid.fragment";
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import "./grid.vertex";
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import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper, serializeAsVector3 } from "@babylonjs/core/Misc/decorators.js";
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import { Vector4, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
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import "./grid.fragment.js";
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import "./grid.vertex.js";
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var GridMaterialDefines = /** @class */ (function (_super) {
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__extends(GridMaterialDefines, _super);
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function GridMaterialDefines() {
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return this.opacity < 1.0 || this._opacityTexture && this._opacityTexture.isReady();
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};
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GridMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
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return this.needAlphaBlending();
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return mesh.visibility < 1.0 || this.needAlphaBlending();
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};
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GridMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
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}
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if (!subMesh.materialDefines) {
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subMesh.materialDefines = new GridMaterialDefines();
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var defines = subMesh.
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var defines = subMesh.materialDefines;
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// Defines
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var join = defines.toString();
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subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, ["projection", "mainColor", "lineColor", "gridControl", "gridOffset", "vFogInfos", "vFogColor", "world", "view",
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"opacityMatrix", "vOpacityInfos"], ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines);
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"opacityMatrix", "vOpacityInfos", "visibility"], ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines, this._materialContext);
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}
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if (!subMesh.effect || !subMesh.effect.isReady()) {
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return false;
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GridMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
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var defines = subMesh.materialDefines;
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}
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this._activeEffect = effect;
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this._activeEffect.setFloat("visibility", mesh.visibility);
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// Matrices
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if (!defines.INSTANCES || defines.THIN_INSTANCE) {
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serialize()
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], GridMaterial.prototype, "gridRatio", void 0);
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__decorate([
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serializeAsVector3()
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], GridMaterial.prototype, "gridOffset", void 0);
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__decorate([
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serialize()
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return GridMaterial;
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}(PushMaterial));
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export { GridMaterial };
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RegisterClass("BABYLON.GridMaterial", GridMaterial);
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//# sourceMappingURL=gridMaterial.js.map
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package/grid/gridMaterial.js.map
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{"version":3,"file":"gridMaterial.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/gridMaterial.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAC1I,OAAO,EAAU,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,OAAO,EAAE,eAAe,EAAE,MAAM,2CAA2C,CAAC;AAC5E,OAAO,EAAE,cAAc,EAAE,MAAM,0CAA0C,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,wCAAwC,CAAC;AACtE,OAAO,EAAE,aAAa,EAAE,MAAM,yCAAyC,CAAC;AACxE,OAAO,EAAE,YAAY,EAAE,MAAM,+BAA+B,CAAC;AAK7D,OAAO,EAAE,UAAU,EAAE,MAAM,gCAAgC,CAAC;AAE5D,OAAO,iBAAiB,CAAC;AACzB,OAAO,eAAe,CAAC;AAEvB;IAAkC,uCAAe;IAW7C;QAAA,YACI,iBAAO,SAEV;QAbM,aAAO,GAAG,KAAK,CAAC;QAChB,iBAAW,GAAG,KAAK,CAAC;QACpB,SAAG,GAAG,KAAK,CAAC;QACZ,sBAAgB,GAAG,KAAK,CAAC;QACzB,SAAG,GAAG,KAAK,CAAC;QACZ,SAAG,GAAG,KAAK,CAAC;QACZ,eAAS,GAAG,KAAK,CAAC;QAClB,oBAAc,GAAG,KAAK,CAAC;QACvB,gCAA0B,GAAG,KAAK,CAAC;QAItC,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,0BAAC;AAAD,CAAC,AAfD,CAAkC,eAAe,GAehD;AAED;;;GAGG;AACH;IAAkC,gCAAY;IAyD1C;;;;OAIG;IACH,sBAAY,IAAY,EAAE,KAAY;QAAtC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QA9DD;;WAEG;QAEI,eAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAElC;;WAEG;QAEI,eAAS,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QAEI,eAAS,GAAG,GAAG,CAAC;QAEvB;;WAEG;QAEI,gBAAU,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEnC;;WAEG;QAEI,wBAAkB,GAAG,EAAE,CAAC;QAE/B;;WAEG;QAEI,yBAAmB,GAAG,IAAI,CAAC;QAElC;;WAEG;QAEI,aAAO,GAAG,GAAG,CAAC;QAErB;;WAEG;QAEI,sBAAgB,GAAG,KAAK,CAAC;QAOxB,kBAAY,GAAY,IAAI,OAAO,CAAC,KAAI,CAAC,SAAS,EAAE,KAAI,CAAC,kBAAkB,EAAE,KAAI,CAAC,mBAAmB,EAAE,KAAI,CAAC,OAAO,CAAC,CAAC;;IAS7H,CAAC;IAED;;OAEG;IACI,wCAAiB,GAAxB;QACI,OAAO,IAAI,CAAC,OAAO,GAAG,GAAG,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;IACxF,CAAC;IAEM,+CAAwB,GAA/B,UAAgC,IAAkB;QAC9C,OAAO,IAAI,CAAC,iBAAiB,EAAE,CAAC;IACpC,CAAC;IAEM,wCAAiB,GAAxB,UAAyB,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QACjF,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,MAAM,CAAC,mBAAmB,EAAE;gBACtD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO,CAAC,gBAAgB,GAAG,IAAI,mBAAmB,EAAE,CAAC;SACxD;QAED,IAAI,OAAO,GAAwB,OAAO,CAAC,gBAAgB,CAAC;QAC5D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,IAAI,OAAO,CAAC,WAAW,KAAK,CAAC,IAAI,CAAC,OAAO,GAAG,GAAG,CAAC,EAAE;YAC9C,OAAO,CAAC,WAAW,GAAG,CAAC,OAAO,CAAC,WAAW,CAAC;YAC3C,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,IAAI,OAAO,CAAC,gBAAgB,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACnD,OAAO,CAAC,gBAAgB,GAAG,CAAC,OAAO,CAAC,gBAAgB,CAAC;YACrD,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,WAAW;QACX,IAAI,OAAO,CAAC,iBAAiB,EAAE;YAC3B,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzB,IAAI,KAAK,CAAC,eAAe,EAAE;gBACvB,IAAI,IAAI,CAAC,eAAe,IAAI,aAAa,CAAC,qBAAqB,EAAE;oBAC7D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE;wBACjC,OAAO,KAAK,CAAC;qBAChB;yBAAM;wBACH,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;wBACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;qBAC1B;iBACJ;aACJ;SACJ;QAED,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEjG,kDAAkD;QAClD,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,CAAC,CAAC,YAAY,CAAC,CAAC;QAEpG,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,aAAa;YACb,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACxE,IAAI,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,YAAY,CAAC,UAAU,CAAC,CAAC;YAEnE,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;aACrC;YACD,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;aACtC;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,UAAU;YACV,IAAI,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAC9B,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,MAAM,EACnD,OAAO,EACP,CAAC,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,OAAO,EAAE,MAAM;gBAC3G,eAAe,EAAE,eAAe,CAAC,EACrC,CAAC,gBAAgB,CAAC,EAClB,IAAI,EACJ,SAAS,EACT,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC,CAAC;SAC/B;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE;YAC9C,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,OAAO,CAAC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,qCAAc,GAArB,UAAsB,KAAa,EAAE,IAAU,EAAE,OAAgB;QAC7D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,OAAO,GAAwB,OAAO,CAAC,gBAAgB,CAAC;QAC5D,IAAI,CAAC,OAAO,EAAE;YACV,OAAO;SACV;QAED,IAAI,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC5B,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,WAAW;QACX,IAAI,CAAC,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,aAAa,EAAE;YAC7C,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;SACnC;QACD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;QAC5D,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAExE,WAAW;QACX,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,CAAC,EAAE;YACjC,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAC1D,IAAI,CAAC,aAAa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{ serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector4, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Meshes/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public OPACITY = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Returns wehter or not the grid requires alpha blending.\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || this._opacityTexture && this._opacityTexture.isReady();\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending();\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new GridMaterialDefines();\r\n }\r\n\r\n var defines = <GridMaterialDefines>subMesh._materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (defines.TRANSPARENT !== (this.opacity < 1.0)) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n var attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Defines\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(\"grid\",\r\n attribs,\r\n [\"projection\", \"mainColor\", \"lineColor\", \"gridControl\", \"gridOffset\", \"vFogInfos\", \"vFogColor\", \"world\", \"view\",\r\n \"opacityMatrix\", \"vOpacityInfos\"],\r\n [\"opacitySampler\"],\r\n join,\r\n undefined,\r\n this.onCompiled,\r\n this.onError), defines);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <GridMaterialDefines>subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n this._activeEffect.setMatrix(\"projection\", scene.getProjectionMatrix());\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.GridMaterial\"] = GridMaterial;"]}
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1
|
+
{"version":3,"file":"gridMaterial.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/gridMaterial.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,iCAAiC,CAAC;AAC9J,OAAO,EAAU,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,OAAO,EAAE,eAAe,EAAE,MAAM,2CAA2C,CAAC;AAC5E,OAAO,EAAE,cAAc,EAAE,MAAM,0CAA0C,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,wCAAwC,CAAC;AACtE,OAAO,EAAE,aAAa,EAAE,MAAM,yCAAyC,CAAC;AACxE,OAAO,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AAK9D,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAE/D,OAAO,iBAAiB,CAAC;AACzB,OAAO,eAAe,CAAC;AAEvB;IAAkC,uCAAe;IAW7C;QAAA,YACI,iBAAO,SAEV;QAbM,aAAO,GAAG,KAAK,CAAC;QAChB,iBAAW,GAAG,KAAK,CAAC;QACpB,SAAG,GAAG,KAAK,CAAC;QACZ,sBAAgB,GAAG,KAAK,CAAC;QACzB,SAAG,GAAG,KAAK,CAAC;QACZ,SAAG,GAAG,KAAK,CAAC;QACZ,eAAS,GAAG,KAAK,CAAC;QAClB,oBAAc,GAAG,KAAK,CAAC;QACvB,gCAA0B,GAAG,KAAK,CAAC;QAItC,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,0BAAC;AAAD,CAAC,AAfD,CAAkC,eAAe,GAehD;AAED;;;GAGG;AACH;IAAkC,gCAAY;IAyD1C;;;;OAIG;IACH,sBAAY,IAAY,EAAE,KAAY;QAAtC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QA9DD;;WAEG;QAEI,eAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAElC;;WAEG;QAEI,eAAS,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QAEI,eAAS,GAAG,GAAG,CAAC;QAEvB;;WAEG;QAEI,gBAAU,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEnC;;WAEG;QAEI,wBAAkB,GAAG,EAAE,CAAC;QAE/B;;WAEG;QAEI,yBAAmB,GAAG,IAAI,CAAC;QAElC;;WAEG;QAEI,aAAO,GAAG,GAAG,CAAC;QAErB;;WAEG;QAEI,sBAAgB,GAAG,KAAK,CAAC;QAOxB,kBAAY,GAAY,IAAI,OAAO,CAAC,KAAI,CAAC,SAAS,EAAE,KAAI,CAAC,kBAAkB,EAAE,KAAI,CAAC,mBAAmB,EAAE,KAAI,CAAC,OAAO,CAAC,CAAC;;IAS7H,CAAC;IAED;;OAEG;IACI,wCAAiB,GAAxB;QACI,OAAO,IAAI,CAAC,OAAO,GAAG,GAAG,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;IACxF,CAAC;IAEM,+CAAwB,GAA/B,UAAgC,IAAkB;QAC9C,OAAO,IAAI,CAAC,UAAU,GAAG,GAAG,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;IAC7D,CAAC;IAEM,wCAAiB,GAAxB,UAAyB,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QACjF,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,MAAM,CAAC,mBAAmB,EAAE;gBACtD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,CAAC,eAAe,GAAG,IAAI,mBAAmB,EAAE,CAAC;SACvD;QAED,IAAI,OAAO,GAAwB,OAAO,CAAC,eAAe,CAAC;QAC3D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,IAAI,OAAO,CAAC,WAAW,KAAK,CAAC,IAAI,CAAC,OAAO,GAAG,GAAG,CAAC,EAAE;YAC9C,OAAO,CAAC,WAAW,GAAG,CAAC,OAAO,CAAC,WAAW,CAAC;YAC3C,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,IAAI,OAAO,CAAC,gBAAgB,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACnD,OAAO,CAAC,gBAAgB,GAAG,CAAC,OAAO,CAAC,gBAAgB,CAAC;YACrD,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;QAED,WAAW;QACX,IAAI,OAAO,CAAC,iBAAiB,EAAE;YAC3B,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzB,IAAI,KAAK,CAAC,eAAe,EAAE;gBACvB,IAAI,IAAI,CAAC,eAAe,IAAI,aAAa,CAAC,qBAAqB,EAAE;oBAC7D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE;wBACjC,OAAO,KAAK,CAAC;qBAChB;yBAAM;wBACH,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;wBACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;qBAC1B;iBACJ;aACJ;SACJ;QAED,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEjG,kDAAkD;QAClD,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,CAAC,CAAC,YAAY,CAAC,CAAC;QAEpG,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,aAAa;YACb,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACxE,IAAI,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,YAAY,CAAC,UAAU,CAAC,CAAC;YAEnE,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;aACrC;YACD,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;aACtC;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,UAAU;YACV,IAAI,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAC9B,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,MAAM,EACnD,OAAO,EACP,CAAC,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,OAAO,EAAE,MAAM;gBAC3G,eAAe,EAAE,eAAe,EAAE,YAAY,CAAC,EACnD,CAAC,gBAAgB,CAAC,EAClB,IAAI,EACJ,SAAS,EACT,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,OAAO,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;SACtD;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE;YAC9C,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,OAAO,CAAC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,qCAAc,GAArB,UAAsB,KAAa,EAAE,IAAU,EAAE,OAAgB;QAC7D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,OAAO,GAAwB,OAAO,CAAC,eAAe,CAAC;QAC3D,IAAI,CAAC,OAAO,EAAE;YACV,OAAO;SACV;QAED,IAAI,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC5B,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE3D,WAAW;QACX,IAAI,CAAC,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,aAAa,EAAE;YAC7C,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;SACnC;QACD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;QAC5D,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAExE,WAAW;QACX,IAAI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{ serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper, serializeAsVector3 } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector4, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public OPACITY = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Returns wehter or not the grid requires alpha blending.\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || this._opacityTexture && this._opacityTexture.isReady();\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GridMaterialDefines();\r\n }\r\n\r\n var defines = <GridMaterialDefines>subMesh.materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (defines.TRANSPARENT !== (this.opacity < 1.0)) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n var attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Defines\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(\"grid\",\r\n attribs,\r\n [\"projection\", \"mainColor\", \"lineColor\", \"gridControl\", \"gridOffset\", \"vFogInfos\", \"vFogColor\", \"world\", \"view\",\r\n \"opacityMatrix\", \"vOpacityInfos\", \"visibility\"],\r\n [\"opacitySampler\"],\r\n join,\r\n undefined,\r\n this.onCompiled,\r\n this.onError), defines, 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 subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <GridMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n this._activeEffect.setMatrix(\"projection\", scene.getProjectionMatrix());\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);"]}
|
package/grid/index.js
CHANGED
@@ -1,2 +1,2 @@
|
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-
export * from "./gridMaterial";
|
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+
export * from "./gridMaterial.js";
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2
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//# sourceMappingURL=index.js.map
|
package/index.d.ts
CHANGED
@@ -1,15 +1,15 @@
|
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1
|
-
export * from "./cell";
|
2
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-
export * from "./custom";
|
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-
export * from "./fire";
|
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-
export * from "./fur";
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-
export * from "./gradient";
|
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-
export * from "./grid";
|
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-
export * from "./lava";
|
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-
export * from "./mix";
|
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export * from "./normal";
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export * from "./shadowOnly";
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export * from "./simple";
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export * from "./sky";
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export * from "./terrain";
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export * from "./triPlanar";
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-
export * from "./water";
|
1
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+
export * from "./cell/index";
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export * from "./custom/index";
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export * from "./fire/index";
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export * from "./fur/index";
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export * from "./gradient/index";
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export * from "./grid/index";
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|
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export * from "./lava/index";
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|
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export * from "./mix/index";
|
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+
export * from "./normal/index";
|
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|
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export * from "./shadowOnly/index";
|
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|
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export * from "./simple/index";
|
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|
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export * from "./sky/index";
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export * from "./terrain/index";
|
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|
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export * from "./triPlanar/index";
|
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export * from "./water/index";
|
package/index.js
CHANGED
@@ -1,16 +1,16 @@
|
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1
|
-
export * from "./cell";
|
2
|
-
export * from "./custom";
|
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|
-
export * from "./fire";
|
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-
export * from "./fur";
|
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|
-
export * from "./gradient";
|
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|
-
export * from "./grid";
|
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|
-
export * from "./lava";
|
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|
-
export * from "./mix";
|
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|
-
export * from "./normal";
|
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-
export * from "./shadowOnly";
|
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-
export * from "./simple";
|
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export * from "./sky";
|
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export * from "./terrain";
|
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|
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export * from "./triPlanar";
|
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-
export * from "./water";
|
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|
+
export * from "./cell/index.js";
|
2
|
+
export * from "./custom/index.js";
|
3
|
+
export * from "./fire/index.js";
|
4
|
+
export * from "./fur/index.js";
|
5
|
+
export * from "./gradient/index.js";
|
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|
+
export * from "./grid/index.js";
|
7
|
+
export * from "./lava/index.js";
|
8
|
+
export * from "./mix/index.js";
|
9
|
+
export * from "./normal/index.js";
|
10
|
+
export * from "./shadowOnly/index.js";
|
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|
+
export * from "./simple/index.js";
|
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|
+
export * from "./sky/index.js";
|
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+
export * from "./terrain/index.js";
|
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|
+
export * from "./triPlanar/index.js";
|
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|
+
export * from "./water/index.js";
|
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16
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//# sourceMappingURL=index.js.map
|
package/index.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/materialsLibrary/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/materialsLibrary/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC","sourcesContent":["export * from \"./cell/index\";\r\nexport * from \"./custom/index\";\r\nexport * from \"./fire/index\";\r\nexport * from \"./fur/index\";\r\nexport * from \"./gradient/index\";\r\nexport * from \"./grid/index\";\r\nexport * from \"./lava/index\";\r\nexport * from \"./mix/index\";\r\nexport * from \"./normal/index\";\r\nexport * from \"./shadowOnly/index\";\r\nexport * from \"./simple/index\";\r\nexport * from \"./sky/index\";\r\nexport * from \"./terrain/index\";\r\nexport * from \"./triPlanar/index\";\r\nexport * from \"./water/index\";"]}
|
package/lava/index.js
CHANGED
@@ -1,2 +1,2 @@
|
|
1
|
-
export * from "./lavaMaterial";
|
1
|
+
export * from "./lavaMaterial.js";
|
2
2
|
//# sourceMappingURL=index.js.map
|
package/lava/lava.fragment.js
CHANGED
@@ -1,19 +1,19 @@
|
|
1
|
-
import {
|
2
|
-
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions";
|
3
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
|
4
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
|
5
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions";
|
6
|
-
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions";
|
7
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
|
8
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration";
|
9
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment";
|
10
|
-
import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass";
|
11
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment";
|
12
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment";
|
13
|
-
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility";
|
1
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
|
9
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
|
10
|
+
import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
|
11
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
|
12
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
13
|
+
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
14
14
|
var name = 'lavaPixelShader';
|
15
15
|
var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n\nuniform float time;\nuniform float speed;\nuniform float movingSpeed;\nuniform vec3 fogColor;\nuniform sampler2D noiseTexture;\nuniform float fogDensity;\n\nvarying float noise;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nfloat random( vec3 scale,float seed ){\nreturn fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;\n}\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\n\nvec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );\nvec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time*0.02;\nvec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;\nT1.x+=noiseTex.x*2.0;\nT1.y+=noiseTex.y*2.0;\nT2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;\nT2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;\nfloat p=texture2D( noiseTexture,T1*3.0 ).a;\nvec4 lavaColor=texture2D( diffuseSampler,T2*4.0);\nvec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );\nbaseColor=temp;\nfloat depth=gl_FragCoord.z*4.0;\nconst float LOG2=1.442695;\nfloat fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );\nfogFactor=1.0-clamp( fogFactor,0.0,1.0 );\nbaseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );\ndiffuseColor=baseColor.rgb;\n\n\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}";
|
16
|
-
|
16
|
+
ShaderStore.ShadersStore[name] = shader;
|
17
17
|
/** @hidden */
|
18
18
|
export var lavaPixelShader = { name: name, shader: shader };
|
19
19
|
//# sourceMappingURL=lava.fragment.js.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"lava.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/lava/lava.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
1
|
+
{"version":3,"file":"lava.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/lava/lava.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,iBAAiB,CAAC;AAC7B,IAAI,MAAM,GAAG,uqFA6GX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/helperFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/depthPrePass\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'lavaPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n\nuniform float time;\nuniform float speed;\nuniform float movingSpeed;\nuniform vec3 fogColor;\nuniform sampler2D noiseTexture;\nuniform float fogDensity;\n\nvarying float noise;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nfloat random( vec3 scale,float seed ){\nreturn fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;\n}\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\n\nvec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );\nvec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time*0.02;\nvec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;\nT1.x+=noiseTex.x*2.0;\nT1.y+=noiseTex.y*2.0;\nT2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;\nT2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;\nfloat p=texture2D( noiseTexture,T1*3.0 ).a;\nvec4 lavaColor=texture2D( diffuseSampler,T2*4.0);\nvec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );\nbaseColor=temp;\nfloat depth=gl_FragCoord.z*4.0;\nconst float LOG2=1.442695;\nfloat fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );\nfogFactor=1.0-clamp( fogFactor,0.0,1.0 );\nbaseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );\ndiffuseColor=baseColor.rgb;\n\n\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var lavaPixelShader = { name, shader };\n"]}
|
package/lava/lava.vertex.js
CHANGED
@@ -1,18 +1,18 @@
|
|
1
|
-
import {
|
2
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
|
3
|
-
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
|
4
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
|
5
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
|
6
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
|
7
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
|
8
|
-
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
|
9
|
-
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex";
|
10
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex";
|
11
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
|
12
|
-
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex";
|
1
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
9
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
|
10
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
11
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
12
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
13
13
|
var name = 'lavaVertexShader';
|
14
14
|
var shader = "precision highp float;\n\nuniform float time;\nuniform float lowFrequencySpeed;\n\nvarying float noise;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n\n\nvec3 mod289(vec3 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 mod289(vec4 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 permute(vec4 x)\n{\nreturn mod289(((x*34.0)+1.0)*x);\n}\nvec4 taylorInvSqrt(vec4 r)\n{\nreturn 1.79284291400159-0.85373472095314*r;\n}\nvec3 fade(vec3 t) {\nreturn t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat pnoise(vec3 P,vec3 rep)\n{\nvec3 Pi0=mod(floor(P),rep);\nvec3 Pi1=mod(Pi0+vec3(1.0),rep);\nPi0=mod289(Pi0);\nPi1=mod289(Pi1);\nvec3 Pf0=fract(P);\nvec3 Pf1=Pf0-vec3(1.0);\nvec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);\nvec4 iy=vec4(Pi0.yy,Pi1.yy);\nvec4 iz0=Pi0.zzzz;\nvec4 iz1=Pi1.zzzz;\nvec4 ixy=permute(permute(ix)+iy);\nvec4 ixy0=permute(ixy+iz0);\nvec4 ixy1=permute(ixy+iz1);\nvec4 gx0=ixy0*(1.0/7.0);\nvec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;\ngx0=fract(gx0);\nvec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);\nvec4 sz0=step(gz0,vec4(0.0));\ngx0-=sz0*(step(0.0,gx0)-0.5);\ngy0-=sz0*(step(0.0,gy0)-0.5);\nvec4 gx1=ixy1*(1.0/7.0);\nvec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;\ngx1=fract(gx1);\nvec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);\nvec4 sz1=step(gz1,vec4(0.0));\ngx1-=sz1*(step(0.0,gx1)-0.5);\ngy1-=sz1*(step(0.0,gy1)-0.5);\nvec3 g000=vec3(gx0.x,gy0.x,gz0.x);\nvec3 g100=vec3(gx0.y,gy0.y,gz0.y);\nvec3 g010=vec3(gx0.z,gy0.z,gz0.z);\nvec3 g110=vec3(gx0.w,gy0.w,gz0.w);\nvec3 g001=vec3(gx1.x,gy1.x,gz1.x);\nvec3 g101=vec3(gx1.y,gy1.y,gz1.y);\nvec3 g011=vec3(gx1.z,gy1.z,gz1.z);\nvec3 g111=vec3(gx1.w,gy1.w,gz1.w);\nvec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));\ng000*=norm0.x;\ng010*=norm0.y;\ng100*=norm0.z;\ng110*=norm0.w;\nvec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));\ng001*=norm1.x;\ng011*=norm1.y;\ng101*=norm1.z;\ng111*=norm1.w;\nfloat n000=dot(g000,Pf0);\nfloat n100=dot(g100,vec3(Pf1.x,Pf0.yz));\nfloat n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));\nfloat n110=dot(g110,vec3(Pf1.xy,Pf0.z));\nfloat n001=dot(g001,vec3(Pf0.xy,Pf1.z));\nfloat n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));\nfloat n011=dot(g011,vec3(Pf0.x,Pf1.yz));\nfloat n111=dot(g111,Pf1);\nvec3 fade_xyz=fade(Pf0);\nvec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);\nvec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);\nfloat n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);\nreturn 2.2*n_xyz;\n}\n\nfloat turbulence( vec3 p ) {\nfloat w=100.0;\nfloat t=-.5;\nfor (float f=1.0 ; f<=10.0 ; f++ ){\nfloat power=pow( 2.0,f );\nt+=abs( pnoise( vec3( power*p ),vec3( 10.0,10.0,10.0 ) )/power );\n}\nreturn t;\n}\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef NORMAL\n\nnoise=10.0*-.10*turbulence( .5*normal+time*1.15 );\n\nfloat b=lowFrequencySpeed*5.0*pnoise( 0.05*position +vec3(time*1.025),vec3( 100.0 ) );\n\nfloat displacement =-1.5*noise+b;\n\nvec3 newPosition=position+normal*displacement;\ngl_Position=viewProjection*finalWorld*vec4( newPosition,1.0 );\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}";
|
15
|
-
|
15
|
+
ShaderStore.ShadersStore[name] = shader;
|
16
16
|
/** @hidden */
|
17
17
|
export var lavaVertexShader = { name: name, shader: shader };
|
18
18
|
//# sourceMappingURL=lava.vertex.js.map
|
package/lava/lava.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"lava.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/lava/lava.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
1
|
+
{"version":3,"file":"lava.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/lava/lava.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAE9D,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,kuIAyLX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsVertex\";\n\nlet name = 'lavaVertexShader';\nlet shader = `precision highp float;\n\nuniform float time;\nuniform float lowFrequencySpeed;\n\nvarying float noise;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n\n\nvec3 mod289(vec3 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 mod289(vec4 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 permute(vec4 x)\n{\nreturn mod289(((x*34.0)+1.0)*x);\n}\nvec4 taylorInvSqrt(vec4 r)\n{\nreturn 1.79284291400159-0.85373472095314*r;\n}\nvec3 fade(vec3 t) {\nreturn t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat pnoise(vec3 P,vec3 rep)\n{\nvec3 Pi0=mod(floor(P),rep);\nvec3 Pi1=mod(Pi0+vec3(1.0),rep);\nPi0=mod289(Pi0);\nPi1=mod289(Pi1);\nvec3 Pf0=fract(P);\nvec3 Pf1=Pf0-vec3(1.0);\nvec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);\nvec4 iy=vec4(Pi0.yy,Pi1.yy);\nvec4 iz0=Pi0.zzzz;\nvec4 iz1=Pi1.zzzz;\nvec4 ixy=permute(permute(ix)+iy);\nvec4 ixy0=permute(ixy+iz0);\nvec4 ixy1=permute(ixy+iz1);\nvec4 gx0=ixy0*(1.0/7.0);\nvec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;\ngx0=fract(gx0);\nvec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);\nvec4 sz0=step(gz0,vec4(0.0));\ngx0-=sz0*(step(0.0,gx0)-0.5);\ngy0-=sz0*(step(0.0,gy0)-0.5);\nvec4 gx1=ixy1*(1.0/7.0);\nvec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;\ngx1=fract(gx1);\nvec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);\nvec4 sz1=step(gz1,vec4(0.0));\ngx1-=sz1*(step(0.0,gx1)-0.5);\ngy1-=sz1*(step(0.0,gy1)-0.5);\nvec3 g000=vec3(gx0.x,gy0.x,gz0.x);\nvec3 g100=vec3(gx0.y,gy0.y,gz0.y);\nvec3 g010=vec3(gx0.z,gy0.z,gz0.z);\nvec3 g110=vec3(gx0.w,gy0.w,gz0.w);\nvec3 g001=vec3(gx1.x,gy1.x,gz1.x);\nvec3 g101=vec3(gx1.y,gy1.y,gz1.y);\nvec3 g011=vec3(gx1.z,gy1.z,gz1.z);\nvec3 g111=vec3(gx1.w,gy1.w,gz1.w);\nvec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));\ng000*=norm0.x;\ng010*=norm0.y;\ng100*=norm0.z;\ng110*=norm0.w;\nvec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));\ng001*=norm1.x;\ng011*=norm1.y;\ng101*=norm1.z;\ng111*=norm1.w;\nfloat n000=dot(g000,Pf0);\nfloat n100=dot(g100,vec3(Pf1.x,Pf0.yz));\nfloat n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));\nfloat n110=dot(g110,vec3(Pf1.xy,Pf0.z));\nfloat n001=dot(g001,vec3(Pf0.xy,Pf1.z));\nfloat n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));\nfloat n011=dot(g011,vec3(Pf0.x,Pf1.yz));\nfloat n111=dot(g111,Pf1);\nvec3 fade_xyz=fade(Pf0);\nvec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);\nvec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);\nfloat n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);\nreturn 2.2*n_xyz;\n}\n\nfloat turbulence( vec3 p ) {\nfloat w=100.0;\nfloat t=-.5;\nfor (float f=1.0 ; f<=10.0 ; f++ ){\nfloat power=pow( 2.0,f );\nt+=abs( pnoise( vec3( power*p ),vec3( 10.0,10.0,10.0 ) )/power );\n}\nreturn t;\n}\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef NORMAL\n\nnoise=10.0*-.10*turbulence( .5*normal+time*1.15 );\n\nfloat b=lowFrequencySpeed*5.0*pnoise( 0.05*position +vec3(time*1.025),vec3( 100.0 ) );\n\nfloat displacement =-1.5*noise+b;\n\nvec3 newPosition=position+normal*displacement;\ngl_Position=viewProjection*finalWorld*vec4( newPosition,1.0 );\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var lavaVertexShader = { name, shader };\n"]}
|
package/lava/lavaMaterial.js
CHANGED
@@ -1,16 +1,16 @@
|
|
1
1
|
import { __decorate, __extends } from "tslib";
|
2
|
-
import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
|
3
|
-
import { Color3 } from "@babylonjs/core/Maths/math.color";
|
4
|
-
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
|
5
|
-
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
|
6
|
-
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
|
7
|
-
import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
|
8
|
-
import { VertexBuffer } from "@babylonjs/core/
|
9
|
-
import { Scene } from "@babylonjs/core/scene";
|
10
|
-
import {
|
11
|
-
import "./lava.fragment";
|
12
|
-
import "./lava.vertex";
|
13
|
-
import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';
|
2
|
+
import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
|
3
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
4
|
+
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
5
|
+
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
|
6
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
7
|
+
import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
|
8
|
+
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
9
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
10
|
+
import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
|
11
|
+
import "./lava.fragment.js";
|
12
|
+
import "./lava.vertex.js";
|
13
|
+
import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
|
14
14
|
var LavaMaterialDefines = /** @class */ (function (_super) {
|
15
15
|
__extends(LavaMaterialDefines, _super);
|
16
16
|
function LavaMaterialDefines() {
|
@@ -114,10 +114,10 @@ var LavaMaterial = /** @class */ (function (_super) {
|
|
114
114
|
return true;
|
115
115
|
}
|
116
116
|
}
|
117
|
-
if (!subMesh.
|
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|
-
subMesh.
|
117
|
+
if (!subMesh.materialDefines) {
|
118
|
+
subMesh.materialDefines = new LavaMaterialDefines();
|
119
119
|
}
|
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|
-
var defines = subMesh.
|
120
|
+
var defines = subMesh.materialDefines;
|
121
121
|
var scene = this.getScene();
|
122
122
|
if (this._isReadyForSubMesh(subMesh)) {
|
123
123
|
return true;
|
@@ -209,7 +209,7 @@ var LavaMaterial = /** @class */ (function (_super) {
|
|
209
209
|
onCompiled: this.onCompiled,
|
210
210
|
onError: this.onError,
|
211
211
|
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }
|
212
|
-
}, engine), defines);
|
212
|
+
}, engine), defines, this._materialContext);
|
213
213
|
}
|
214
214
|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
215
215
|
return false;
|
@@ -220,7 +220,7 @@ var LavaMaterial = /** @class */ (function (_super) {
|
|
220
220
|
};
|
221
221
|
LavaMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
|
222
222
|
var scene = this.getScene();
|
223
|
-
var defines = subMesh.
|
223
|
+
var defines = subMesh.materialDefines;
|
224
224
|
if (!defines) {
|
225
225
|
return;
|
226
226
|
}
|
@@ -251,7 +251,7 @@ var LavaMaterial = /** @class */ (function (_super) {
|
|
251
251
|
if (this.pointsCloud) {
|
252
252
|
this._activeEffect.setFloat("pointSize", this.pointSize);
|
253
253
|
}
|
254
|
-
|
254
|
+
scene.bindEyePosition(effect);
|
255
255
|
}
|
256
256
|
this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
|
257
257
|
if (scene.lightsEnabled && !this.disableLighting) {
|
@@ -373,5 +373,5 @@ var LavaMaterial = /** @class */ (function (_super) {
|
|
373
373
|
return LavaMaterial;
|
374
374
|
}(PushMaterial));
|
375
375
|
export { LavaMaterial };
|
376
|
-
|
376
|
+
RegisterClass("BABYLON.LavaMaterial", LavaMaterial);
|
377
377
|
//# sourceMappingURL=lavaMaterial.js.map
|