@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.
Files changed (134) hide show
  1. package/cell/cell.fragment.js +14 -14
  2. package/cell/cell.fragment.js.map +1 -1
  3. package/cell/cell.vertex.js +13 -13
  4. package/cell/cell.vertex.js.map +1 -1
  5. package/cell/cellMaterial.js +19 -19
  6. package/cell/cellMaterial.js.map +1 -1
  7. package/cell/index.js +1 -1
  8. package/custom/customMaterial.js +4 -4
  9. package/custom/customMaterial.js.map +1 -1
  10. package/custom/index.js +2 -2
  11. package/custom/pbrCustomMaterial.d.ts +2 -0
  12. package/custom/pbrCustomMaterial.js +13 -7
  13. package/custom/pbrCustomMaterial.js.map +1 -1
  14. package/fire/fire.fragment.js +8 -8
  15. package/fire/fire.fragment.js.map +1 -1
  16. package/fire/fire.vertex.js +10 -10
  17. package/fire/fire.vertex.js.map +1 -1
  18. package/fire/fireMaterial.js +21 -21
  19. package/fire/fireMaterial.js.map +1 -1
  20. package/fire/index.js +1 -1
  21. package/fur/fur.fragment.js +14 -14
  22. package/fur/fur.fragment.js.map +1 -1
  23. package/fur/fur.vertex.js +13 -13
  24. package/fur/fur.vertex.js.map +1 -1
  25. package/fur/furMaterial.js +23 -23
  26. package/fur/furMaterial.js.map +1 -1
  27. package/fur/index.js +1 -1
  28. package/gradient/gradient.fragment.js +14 -14
  29. package/gradient/gradient.fragment.js.map +1 -1
  30. package/gradient/gradient.vertex.js +13 -13
  31. package/gradient/gradient.vertex.js.map +1 -1
  32. package/gradient/gradientMaterial.js +18 -18
  33. package/gradient/gradientMaterial.js.map +1 -1
  34. package/gradient/index.js +1 -1
  35. package/grid/grid.fragment.js +6 -6
  36. package/grid/grid.fragment.js.map +1 -1
  37. package/grid/grid.vertex.js +6 -6
  38. package/grid/grid.vertex.js.map +1 -1
  39. package/grid/gridMaterial.js +20 -19
  40. package/grid/gridMaterial.js.map +1 -1
  41. package/grid/index.js +1 -1
  42. package/index.d.ts +15 -15
  43. package/index.js +15 -15
  44. package/index.js.map +1 -1
  45. package/lava/index.js +1 -1
  46. package/lava/lava.fragment.js +14 -14
  47. package/lava/lava.fragment.js.map +1 -1
  48. package/lava/lava.vertex.js +13 -13
  49. package/lava/lava.vertex.js.map +1 -1
  50. package/lava/lavaMaterial.js +19 -19
  51. package/lava/lavaMaterial.js.map +1 -1
  52. package/legacy/legacy-cell.js +2 -2
  53. package/legacy/legacy-custom.js +2 -2
  54. package/legacy/legacy-fire.js +2 -2
  55. package/legacy/legacy-fur.js +2 -2
  56. package/legacy/legacy-gradient.js +2 -2
  57. package/legacy/legacy-grid.js +2 -2
  58. package/legacy/legacy-lava.js +2 -2
  59. package/legacy/legacy-mix.js +2 -2
  60. package/legacy/legacy-normal.js +2 -2
  61. package/legacy/legacy-shadowOnly.js +2 -2
  62. package/legacy/legacy-simple.d.ts +1 -1
  63. package/legacy/legacy-simple.js +2 -2
  64. package/legacy/legacy-simple.js.map +1 -1
  65. package/legacy/legacy-sky.d.ts +1 -1
  66. package/legacy/legacy-sky.js +2 -2
  67. package/legacy/legacy-sky.js.map +1 -1
  68. package/legacy/legacy-terrain.d.ts +1 -1
  69. package/legacy/legacy-terrain.js +2 -2
  70. package/legacy/legacy-terrain.js.map +1 -1
  71. package/legacy/legacy-triPlanar.d.ts +1 -1
  72. package/legacy/legacy-triPlanar.js +2 -2
  73. package/legacy/legacy-triPlanar.js.map +1 -1
  74. package/legacy/legacy-water.d.ts +1 -1
  75. package/legacy/legacy-water.js +2 -2
  76. package/legacy/legacy-water.js.map +1 -1
  77. package/legacy/legacy.js +2 -2
  78. package/mix/index.js +1 -1
  79. package/mix/mix.fragment.js +14 -14
  80. package/mix/mix.fragment.js.map +1 -1
  81. package/mix/mix.vertex.js +13 -13
  82. package/mix/mix.vertex.js.map +1 -1
  83. package/mix/mixMaterial.js +19 -19
  84. package/mix/mixMaterial.js.map +1 -1
  85. package/normal/index.js +1 -1
  86. package/normal/normal.fragment.js +14 -14
  87. package/normal/normal.fragment.js.map +1 -1
  88. package/normal/normal.vertex.js +13 -13
  89. package/normal/normal.vertex.js.map +1 -1
  90. package/normal/normalMaterial.js +19 -19
  91. package/normal/normalMaterial.js.map +1 -1
  92. package/package.json +3 -3
  93. package/shadowOnly/index.js +1 -1
  94. package/shadowOnly/shadowOnly.fragment.js +13 -13
  95. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  96. package/shadowOnly/shadowOnly.vertex.js +13 -13
  97. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  98. package/shadowOnly/shadowOnlyMaterial.js +18 -18
  99. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  100. package/simple/index.js +1 -1
  101. package/simple/simple.fragment.js +14 -14
  102. package/simple/simple.fragment.js.map +1 -1
  103. package/simple/simple.vertex.js +13 -13
  104. package/simple/simple.vertex.js.map +1 -1
  105. package/simple/simpleMaterial.js +19 -19
  106. package/simple/simpleMaterial.js.map +1 -1
  107. package/sky/index.js +1 -1
  108. package/sky/sky.fragment.js +7 -7
  109. package/sky/sky.fragment.js.map +1 -1
  110. package/sky/sky.vertex.js +6 -6
  111. package/sky/sky.vertex.js.map +1 -1
  112. package/sky/skyMaterial.js +23 -20
  113. package/sky/skyMaterial.js.map +1 -1
  114. package/terrain/index.js +1 -1
  115. package/terrain/terrain.fragment.js +14 -14
  116. package/terrain/terrain.fragment.js.map +1 -1
  117. package/terrain/terrain.vertex.js +13 -13
  118. package/terrain/terrain.vertex.js.map +1 -1
  119. package/terrain/terrainMaterial.js +19 -19
  120. package/terrain/terrainMaterial.js.map +1 -1
  121. package/triPlanar/index.js +1 -1
  122. package/triPlanar/triPlanarMaterial.js +19 -19
  123. package/triPlanar/triPlanarMaterial.js.map +1 -1
  124. package/triPlanar/triplanar.fragment.js +14 -14
  125. package/triPlanar/triplanar.fragment.js.map +1 -1
  126. package/triPlanar/triplanar.vertex.js +14 -14
  127. package/triPlanar/triplanar.vertex.js.map +1 -1
  128. package/water/index.js +1 -1
  129. package/water/water.fragment.js +16 -16
  130. package/water/water.fragment.js.map +1 -1
  131. package/water/water.vertex.js +15 -15
  132. package/water/water.vertex.js.map +1 -1
  133. package/water/waterMaterial.js +30 -29
  134. package/water/waterMaterial.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,OAAO,+DAA+D,CAAC;AACvE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,iBAAiB,CAAC;AAC7B,IAAI,MAAM,GAAG,i6EA2FX,CAAC;AAEH,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\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 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 getVisibility(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 visibility=getVisibility(position);\nresult*=visibility;\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);\n#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n#endif\n#include<imageProcessingCompatibility>\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var gridPixelShader = { name, shader };\n"]}
1
+ {"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"]}
@@ -1,11 +1,11 @@
1
- import { Effect } from "@babylonjs/core/Materials/effect";
2
- import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
3
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
4
- import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
5
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
6
6
  var name = 'gridVertexShader';
7
7
  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}";
8
- Effect.ShadersStore[name] = shader;
8
+ ShaderStore.ShadersStore[name] = shader;
9
9
  /** @hidden */
10
10
  export var gridVertexShader = { name: name, shader: shader };
11
11
  //# sourceMappingURL=grid.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,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,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\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\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var gridVertexShader = { name, shader };\n"]}
1
+ {"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"]}
@@ -1,15 +1,15 @@
1
1
  import { __decorate, __extends } from "tslib";
2
- import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
3
- import { Vector4, Vector3 } from "@babylonjs/core/Maths/math.vector";
4
- import { Color3 } from "@babylonjs/core/Maths/math.color";
5
- import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
6
- import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
7
- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
8
- import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
9
- import { VertexBuffer } from "@babylonjs/core/Meshes/buffer";
10
- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
11
- import "./grid.fragment";
12
- import "./grid.vertex";
2
+ import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper, serializeAsVector3 } from "@babylonjs/core/Misc/decorators.js";
3
+ import { Vector4, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
6
+ import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
7
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
8
+ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
9
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
10
+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
11
+ import "./grid.fragment.js";
12
+ import "./grid.vertex.js";
13
13
  var GridMaterialDefines = /** @class */ (function (_super) {
14
14
  __extends(GridMaterialDefines, _super);
15
15
  function GridMaterialDefines() {
@@ -83,7 +83,7 @@ var GridMaterial = /** @class */ (function (_super) {
83
83
  return this.opacity < 1.0 || this._opacityTexture && this._opacityTexture.isReady();
84
84
  };
85
85
  GridMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
86
- return this.needAlphaBlending();
86
+ return mesh.visibility < 1.0 || this.needAlphaBlending();
87
87
  };
88
88
  GridMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
89
89
  if (this.isFrozen) {
@@ -91,10 +91,10 @@ var GridMaterial = /** @class */ (function (_super) {
91
91
  return true;
92
92
  }
93
93
  }
94
- if (!subMesh._materialDefines) {
95
- subMesh._materialDefines = new GridMaterialDefines();
94
+ if (!subMesh.materialDefines) {
95
+ subMesh.materialDefines = new GridMaterialDefines();
96
96
  }
97
- var defines = subMesh._materialDefines;
97
+ var defines = subMesh.materialDefines;
98
98
  var scene = this.getScene();
99
99
  if (this._isReadyForSubMesh(subMesh)) {
100
100
  return true;
@@ -143,7 +143,7 @@ var GridMaterial = /** @class */ (function (_super) {
143
143
  // Defines
144
144
  var join = defines.toString();
145
145
  subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, ["projection", "mainColor", "lineColor", "gridControl", "gridOffset", "vFogInfos", "vFogColor", "world", "view",
146
- "opacityMatrix", "vOpacityInfos"], ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines);
146
+ "opacityMatrix", "vOpacityInfos", "visibility"], ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines, this._materialContext);
147
147
  }
148
148
  if (!subMesh.effect || !subMesh.effect.isReady()) {
149
149
  return false;
@@ -154,7 +154,7 @@ var GridMaterial = /** @class */ (function (_super) {
154
154
  };
155
155
  GridMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
156
156
  var scene = this.getScene();
157
- var defines = subMesh._materialDefines;
157
+ var defines = subMesh.materialDefines;
158
158
  if (!defines) {
159
159
  return;
160
160
  }
@@ -163,6 +163,7 @@ var GridMaterial = /** @class */ (function (_super) {
163
163
  return;
164
164
  }
165
165
  this._activeEffect = effect;
166
+ this._activeEffect.setFloat("visibility", mesh.visibility);
166
167
  // Matrices
167
168
  if (!defines.INSTANCES || defines.THIN_INSTANCE) {
168
169
  this.bindOnlyWorldMatrix(world);
@@ -221,7 +222,7 @@ var GridMaterial = /** @class */ (function (_super) {
221
222
  serialize()
222
223
  ], GridMaterial.prototype, "gridRatio", void 0);
223
224
  __decorate([
224
- serializeAsColor3()
225
+ serializeAsVector3()
225
226
  ], GridMaterial.prototype, "gridOffset", void 0);
226
227
  __decorate([
227
228
  serialize()
@@ -244,5 +245,5 @@ var GridMaterial = /** @class */ (function (_super) {
244
245
  return GridMaterial;
245
246
  }(PushMaterial));
246
247
  export { GridMaterial };
247
- _TypeStore.RegisteredTypes["BABYLON.GridMaterial"] = GridMaterial;
248
+ RegisterClass("BABYLON.GridMaterial", GridMaterial);
248
249
  //# sourceMappingURL=gridMaterial.js.map
@@ -1 +1 @@
1
- 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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;"]}
1
+ 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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 @@
1
- export * from "./gridMaterial";
1
+ export * from "./gridMaterial.js";
2
2
  //# sourceMappingURL=index.js.map
package/index.d.ts CHANGED
@@ -1,15 +1,15 @@
1
- export * from "./cell";
2
- export * from "./custom";
3
- export * from "./fire";
4
- export * from "./fur";
5
- export * from "./gradient";
6
- export * from "./grid";
7
- export * from "./lava";
8
- export * from "./mix";
9
- export * from "./normal";
10
- export * from "./shadowOnly";
11
- export * from "./simple";
12
- export * from "./sky";
13
- export * from "./terrain";
14
- export * from "./triPlanar";
15
- export * from "./water";
1
+ export * from "./cell/index";
2
+ export * from "./custom/index";
3
+ export * from "./fire/index";
4
+ export * from "./fur/index";
5
+ export * from "./gradient/index";
6
+ export * from "./grid/index";
7
+ export * from "./lava/index";
8
+ export * from "./mix/index";
9
+ export * from "./normal/index";
10
+ export * from "./shadowOnly/index";
11
+ export * from "./simple/index";
12
+ export * from "./sky/index";
13
+ export * from "./terrain/index";
14
+ export * from "./triPlanar/index";
15
+ export * from "./water/index";
package/index.js CHANGED
@@ -1,16 +1,16 @@
1
- export * from "./cell";
2
- export * from "./custom";
3
- export * from "./fire";
4
- export * from "./fur";
5
- export * from "./gradient";
6
- export * from "./grid";
7
- export * from "./lava";
8
- export * from "./mix";
9
- export * from "./normal";
10
- export * from "./shadowOnly";
11
- export * from "./simple";
12
- export * from "./sky";
13
- export * from "./terrain";
14
- export * from "./triPlanar";
15
- export * from "./water";
1
+ 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";
6
+ 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";
11
+ export * from "./simple/index.js";
12
+ export * from "./sky/index.js";
13
+ export * from "./terrain/index.js";
14
+ export * from "./triPlanar/index.js";
15
+ export * from "./water/index.js";
16
16
  //# 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,QAAQ,CAAC;AACvB,cAAc,UAAU,CAAC;AACzB,cAAc,QAAQ,CAAC;AACvB,cAAc,OAAO,CAAC;AACtB,cAAc,YAAY,CAAC;AAC3B,cAAc,QAAQ,CAAC;AACvB,cAAc,QAAQ,CAAC;AACvB,cAAc,OAAO,CAAC;AACtB,cAAc,UAAU,CAAC;AACzB,cAAc,cAAc,CAAC;AAC7B,cAAc,UAAU,CAAC;AACzB,cAAc,OAAO,CAAC;AACtB,cAAc,WAAW,CAAC;AAC1B,cAAc,aAAa,CAAC;AAC5B,cAAc,SAAS,CAAC","sourcesContent":["export * from \"./cell\";\r\nexport * from \"./custom\";\r\nexport * from \"./fire\";\r\nexport * from \"./fur\";\r\nexport * from \"./gradient\";\r\nexport * from \"./grid\";\r\nexport * from \"./lava\";\r\nexport * from \"./mix\";\r\nexport * from \"./normal\";\r\nexport * from \"./shadowOnly\";\r\nexport * from \"./simple\";\r\nexport * from \"./sky\";\r\nexport * from \"./terrain\";\r\nexport * from \"./triPlanar\";\r\nexport * from \"./water\";"]}
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
@@ -1,19 +1,19 @@
1
- import { Effect } from "@babylonjs/core/Materials/effect";
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
- Effect.ShadersStore[name] = shader;
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,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,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,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\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\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var lavaPixelShader = { name, shader };\n"]}
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"]}
@@ -1,18 +1,18 @@
1
- import { Effect } from "@babylonjs/core/Materials/effect";
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
- Effect.ShadersStore[name] = shader;
15
+ ShaderStore.ShadersStore[name] = shader;
16
16
  /** @hidden */
17
17
  export var lavaVertexShader = { name: name, shader: shader };
18
18
  //# sourceMappingURL=lava.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lava.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/lava/lava.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,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,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\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\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var lavaVertexShader = { name, shader };\n"]}
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"]}
@@ -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/Meshes/buffer";
9
- import { Scene } from "@babylonjs/core/scene";
10
- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
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._materialDefines) {
118
- subMesh._materialDefines = new LavaMaterialDefines();
117
+ if (!subMesh.materialDefines) {
118
+ subMesh.materialDefines = new LavaMaterialDefines();
119
119
  }
120
- var defines = subMesh._materialDefines;
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._materialDefines;
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
- MaterialHelper.BindEyePosition(effect, scene);
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
- _TypeStore.RegisteredTypes["BABYLON.LavaMaterial"] = LavaMaterial;
376
+ RegisterClass("BABYLON.LavaMaterial", LavaMaterial);
377
377
  //# sourceMappingURL=lavaMaterial.js.map