@babylonjs/materials 5.0.0-alpha.6 → 5.0.0-alpha.63

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 (148) hide show
  1. package/cell/cell.fragment.js +14 -14
  2. package/cell/cell.fragment.js.map +1 -1
  3. package/cell/cell.vertex.d.ts +2 -0
  4. package/cell/cell.vertex.js +16 -14
  5. package/cell/cell.vertex.js.map +1 -1
  6. package/cell/cellMaterial.js +20 -19
  7. package/cell/cellMaterial.js.map +1 -1
  8. package/cell/index.js +1 -1
  9. package/custom/customMaterial.d.ts +1 -1
  10. package/custom/customMaterial.js +4 -4
  11. package/custom/customMaterial.js.map +1 -1
  12. package/custom/index.js +2 -2
  13. package/custom/pbrCustomMaterial.d.ts +3 -1
  14. package/custom/pbrCustomMaterial.js +13 -7
  15. package/custom/pbrCustomMaterial.js.map +1 -1
  16. package/fire/fire.fragment.js +8 -8
  17. package/fire/fire.fragment.js.map +1 -1
  18. package/fire/fire.vertex.d.ts +2 -0
  19. package/fire/fire.vertex.js +13 -11
  20. package/fire/fire.vertex.js.map +1 -1
  21. package/fire/fireMaterial.js +22 -21
  22. package/fire/fireMaterial.js.map +1 -1
  23. package/fire/index.js +1 -1
  24. package/fur/fur.fragment.js +14 -14
  25. package/fur/fur.fragment.js.map +1 -1
  26. package/fur/fur.vertex.d.ts +2 -0
  27. package/fur/fur.vertex.js +16 -14
  28. package/fur/fur.vertex.js.map +1 -1
  29. package/fur/furMaterial.js +24 -23
  30. package/fur/furMaterial.js.map +1 -1
  31. package/fur/index.js +1 -1
  32. package/gradient/gradient.fragment.js +14 -14
  33. package/gradient/gradient.fragment.js.map +1 -1
  34. package/gradient/gradient.vertex.d.ts +2 -0
  35. package/gradient/gradient.vertex.js +16 -14
  36. package/gradient/gradient.vertex.js.map +1 -1
  37. package/gradient/gradientMaterial.js +19 -18
  38. package/gradient/gradientMaterial.js.map +1 -1
  39. package/gradient/index.js +1 -1
  40. package/grid/grid.fragment.js +6 -6
  41. package/grid/grid.fragment.js.map +1 -1
  42. package/grid/grid.vertex.js +6 -6
  43. package/grid/grid.vertex.js.map +1 -1
  44. package/grid/gridMaterial.d.ts +4 -0
  45. package/grid/gridMaterial.js +33 -19
  46. package/grid/gridMaterial.js.map +1 -1
  47. package/grid/index.js +1 -1
  48. package/index.d.ts +15 -15
  49. package/index.js +15 -15
  50. package/index.js.map +1 -1
  51. package/lava/index.js +1 -1
  52. package/lava/lava.fragment.js +14 -14
  53. package/lava/lava.fragment.js.map +1 -1
  54. package/lava/lava.vertex.d.ts +2 -0
  55. package/lava/lava.vertex.js +16 -14
  56. package/lava/lava.vertex.js.map +1 -1
  57. package/lava/lavaMaterial.js +20 -19
  58. package/lava/lavaMaterial.js.map +1 -1
  59. package/legacy/legacy-cell.js +2 -2
  60. package/legacy/legacy-custom.js +2 -2
  61. package/legacy/legacy-fire.js +2 -2
  62. package/legacy/legacy-fur.js +2 -2
  63. package/legacy/legacy-gradient.js +2 -2
  64. package/legacy/legacy-grid.js +2 -2
  65. package/legacy/legacy-lava.js +2 -2
  66. package/legacy/legacy-mix.js +2 -2
  67. package/legacy/legacy-normal.js +2 -2
  68. package/legacy/legacy-shadowOnly.js +2 -2
  69. package/legacy/legacy-simple.d.ts +1 -1
  70. package/legacy/legacy-simple.js +2 -2
  71. package/legacy/legacy-simple.js.map +1 -1
  72. package/legacy/legacy-sky.d.ts +1 -1
  73. package/legacy/legacy-sky.js +2 -2
  74. package/legacy/legacy-sky.js.map +1 -1
  75. package/legacy/legacy-terrain.d.ts +1 -1
  76. package/legacy/legacy-terrain.js +2 -2
  77. package/legacy/legacy-terrain.js.map +1 -1
  78. package/legacy/legacy-triPlanar.d.ts +1 -1
  79. package/legacy/legacy-triPlanar.js +2 -2
  80. package/legacy/legacy-triPlanar.js.map +1 -1
  81. package/legacy/legacy-water.d.ts +1 -1
  82. package/legacy/legacy-water.js +2 -2
  83. package/legacy/legacy-water.js.map +1 -1
  84. package/legacy/legacy.js +2 -2
  85. package/mix/index.js +1 -1
  86. package/mix/mix.fragment.js +14 -14
  87. package/mix/mix.fragment.js.map +1 -1
  88. package/mix/mix.vertex.d.ts +2 -0
  89. package/mix/mix.vertex.js +16 -14
  90. package/mix/mix.vertex.js.map +1 -1
  91. package/mix/mixMaterial.js +20 -19
  92. package/mix/mixMaterial.js.map +1 -1
  93. package/normal/index.js +1 -1
  94. package/normal/normal.fragment.js +14 -14
  95. package/normal/normal.fragment.js.map +1 -1
  96. package/normal/normal.vertex.d.ts +2 -0
  97. package/normal/normal.vertex.js +16 -14
  98. package/normal/normal.vertex.js.map +1 -1
  99. package/normal/normalMaterial.js +20 -19
  100. package/normal/normalMaterial.js.map +1 -1
  101. package/package.json +3 -3
  102. package/shadowOnly/index.js +1 -1
  103. package/shadowOnly/shadowOnly.fragment.js +13 -13
  104. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  105. package/shadowOnly/shadowOnly.vertex.d.ts +2 -0
  106. package/shadowOnly/shadowOnly.vertex.js +16 -14
  107. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  108. package/shadowOnly/shadowOnlyMaterial.js +19 -18
  109. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  110. package/simple/index.js +1 -1
  111. package/simple/simple.fragment.js +14 -14
  112. package/simple/simple.fragment.js.map +1 -1
  113. package/simple/simple.vertex.d.ts +2 -0
  114. package/simple/simple.vertex.js +16 -14
  115. package/simple/simple.vertex.js.map +1 -1
  116. package/simple/simpleMaterial.js +20 -19
  117. package/simple/simpleMaterial.js.map +1 -1
  118. package/sky/index.js +1 -1
  119. package/sky/sky.fragment.js +7 -7
  120. package/sky/sky.fragment.js.map +1 -1
  121. package/sky/sky.vertex.js +6 -6
  122. package/sky/sky.vertex.js.map +1 -1
  123. package/sky/skyMaterial.js +24 -20
  124. package/sky/skyMaterial.js.map +1 -1
  125. package/terrain/index.js +1 -1
  126. package/terrain/terrain.fragment.js +14 -14
  127. package/terrain/terrain.fragment.js.map +1 -1
  128. package/terrain/terrain.vertex.d.ts +2 -0
  129. package/terrain/terrain.vertex.js +16 -14
  130. package/terrain/terrain.vertex.js.map +1 -1
  131. package/terrain/terrainMaterial.js +20 -19
  132. package/terrain/terrainMaterial.js.map +1 -1
  133. package/triPlanar/index.js +1 -1
  134. package/triPlanar/triPlanarMaterial.js +20 -19
  135. package/triPlanar/triPlanarMaterial.js.map +1 -1
  136. package/triPlanar/triplanar.fragment.js +14 -14
  137. package/triPlanar/triplanar.fragment.js.map +1 -1
  138. package/triPlanar/triplanar.vertex.d.ts +2 -0
  139. package/triPlanar/triplanar.vertex.js +16 -14
  140. package/triPlanar/triplanar.vertex.js.map +1 -1
  141. package/water/index.js +1 -1
  142. package/water/water.fragment.js +16 -16
  143. package/water/water.fragment.js.map +1 -1
  144. package/water/water.vertex.d.ts +2 -0
  145. package/water/water.vertex.js +18 -16
  146. package/water/water.vertex.js.map +1 -1
  147. package/water/waterMaterial.js +31 -29
  148. package/water/waterMaterial.js.map +1 -1
@@ -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";
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- import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
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- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
7
- import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
8
- import { VertexBuffer } from "@babylonjs/core/Meshes/buffer";
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- import { Scene } from "@babylonjs/core/scene";
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- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
11
- import "./normal.fragment";
12
- import "./normal.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";
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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 { Scene } from "@babylonjs/core/scene.js";
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+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
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+ import "./normal.fragment.js";
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+ import "./normal.vertex.js";
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+ import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
14
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  var NormalMaterialDefines = /** @class */ (function (_super) {
15
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  __extends(NormalMaterialDefines, _super);
16
16
  function NormalMaterialDefines() {
@@ -75,6 +75,7 @@ var NormalMaterialDefines = /** @class */ (function (_super) {
75
75
  _this.INSTANCES = false;
76
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  _this.LIGHTING = false;
77
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  _this.IMAGEPROCESSINGPOSTPROCESS = false;
78
+ _this.SKIPFINALCOLORCLAMP = false;
78
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  _this.rebuild();
79
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  return _this;
80
81
  }
@@ -108,10 +109,10 @@ var NormalMaterial = /** @class */ (function (_super) {
108
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  return true;
109
110
  }
110
111
  }
111
- if (!subMesh._materialDefines) {
112
- subMesh._materialDefines = new NormalMaterialDefines();
112
+ if (!subMesh.materialDefines) {
113
+ subMesh.materialDefines = new NormalMaterialDefines();
113
114
  }
114
- var defines = subMesh._materialDefines;
115
+ var defines = subMesh.materialDefines;
115
116
  var scene = this.getScene();
116
117
  if (this._isReadyForSubMesh(subMesh)) {
117
118
  return true;
@@ -196,7 +197,7 @@ var NormalMaterial = /** @class */ (function (_super) {
196
197
  onCompiled: this.onCompiled,
197
198
  onError: this.onError,
198
199
  indexParameters: { maxSimultaneousLights: 4 }
199
- }, engine), defines);
200
+ }, engine), defines, this._materialContext);
200
201
  }
201
202
  if (!subMesh.effect || !subMesh.effect.isReady()) {
202
203
  return false;
@@ -207,7 +208,7 @@ var NormalMaterial = /** @class */ (function (_super) {
207
208
  };
208
209
  NormalMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
209
210
  var scene = this.getScene();
210
- var defines = subMesh._materialDefines;
211
+ var defines = subMesh.materialDefines;
211
212
  if (!defines) {
212
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  return;
213
214
  }
@@ -234,7 +235,7 @@ var NormalMaterial = /** @class */ (function (_super) {
234
235
  if (this.pointsCloud) {
235
236
  this._activeEffect.setFloat("pointSize", this.pointSize);
236
237
  }
237
- MaterialHelper.BindEyePosition(effect, scene);
238
+ scene.bindEyePosition(effect);
238
239
  }
239
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  this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
240
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  // Lights
@@ -318,5 +319,5 @@ var NormalMaterial = /** @class */ (function (_super) {
318
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  return NormalMaterial;
319
320
  }(PushMaterial));
320
321
  export { NormalMaterial };
321
- _TypeStore.RegisteredTypes["BABYLON.NormalMaterial"] = NormalMaterial;
322
+ RegisterClass("BABYLON.NormalMaterial", NormalMaterial);
322
323
  //# sourceMappingURL=normalMaterial.js.map
@@ -1 +1 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\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 \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass NormalMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = 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\nexport class NormalMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0);\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\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 NormalMaterialDefines();\r\n }\r\n\r\n var defines = <NormalMaterialDefines>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 var engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"normal\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\"\r\n ];\r\n var samplers = [\"diffuseSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines);\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 = <NormalMaterialDefines>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 this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\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 public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(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.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NormalMaterial\"] = NormalMaterial;"]}
1
+ 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\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 \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass NormalMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class NormalMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0);\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\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 NormalMaterialDefines();\r\n }\r\n\r\n var defines = <NormalMaterialDefines>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 var engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"normal\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\"\r\n ];\r\n var samplers = [\"diffuseSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\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 = <NormalMaterialDefines>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 this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\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 public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(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.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);"]}
package/package.json CHANGED
@@ -4,7 +4,7 @@
4
4
  },
5
5
  "name": "@babylonjs/materials",
6
6
  "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
7
- "version": "5.0.0-alpha.6",
7
+ "version": "5.0.0-alpha.63",
8
8
  "repository": {
9
9
  "type": "git",
10
10
  "url": "https://github.com/BabylonJS/Babylon.js.git"
@@ -251,8 +251,8 @@
251
251
  ],
252
252
  "license": "Apache-2.0",
253
253
  "dependencies": {
254
- "@babylonjs/core": "5.0.0-alpha.6",
255
- "tslib": ">=1.10.0"
254
+ "@babylonjs/core": "5.0.0-alpha.63",
255
+ "tslib": "^2.3.1"
256
256
  },
257
257
  "engines": {
258
258
  "node": "*"
@@ -1,2 +1,2 @@
1
- export * from "./shadowOnlyMaterial";
1
+ export * from "./shadowOnlyMaterial.js";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,18 +1,18 @@
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/lightFragment";
11
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment";
12
- 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/lightFragment.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
13
13
  var name = 'shadowOnlyPixelShader';
14
14
  var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}";
15
- Effect.ShadersStore[name] = shader;
15
+ ShaderStore.ShadersStore[name] = shader;
16
16
  /** @hidden */
17
17
  export var shadowOnlyPixelShader = { name: name, shader: shader };
18
18
  //# sourceMappingURL=shadowOnly.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.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,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,u4BAuCX,CAAC;AAEH,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,qBAAqB,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/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'shadowOnlyPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowOnlyPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.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,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,u4BAuCX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,qBAAqB,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/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'shadowOnlyPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowOnlyPixelShader = { name, shader };\n"]}
@@ -1,4 +1,5 @@
1
1
  import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration";
2
3
  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
3
4
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
4
5
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
@@ -6,6 +7,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
6
7
  import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
7
8
  import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
8
9
  import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation";
9
11
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex";
10
12
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
11
13
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex";
@@ -1,18 +1,20 @@
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/bakedVertexAnimationDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
13
15
  var name = 'shadowOnlyVertexShader';
14
- var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\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]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
15
- Effect.ShadersStore[name] = shader;
16
+ var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\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]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
17
+ ShaderStore.ShadersStore[name] = shader;
16
18
  /** @hidden */
17
19
  export var shadowOnlyVertexShader = { name: name, shader: shader };
18
20
  //# sourceMappingURL=shadowOnly.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowOnly.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.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,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,06BA4CZ,CAAC;AAEF,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,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 = 'shadowOnlyVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\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]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowOnlyVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowOnly.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,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,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAE9D,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,q/BA8CZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,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/bakedVertexAnimationDeclaration\";\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/bakedVertexAnimation\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsVertex\";\n\nlet name = 'shadowOnlyVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\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]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowOnlyVertexShader = { name, shader };\n"]}
@@ -1,15 +1,15 @@
1
1
  import { __extends } from "tslib";
2
- import { 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 { VertexBuffer } from "@babylonjs/core/Meshes/buffer";
8
- import { Scene } from "@babylonjs/core/scene";
9
- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
10
- import "./shadowOnly.fragment";
11
- import "./shadowOnly.vertex";
12
- import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';
2
+ import { 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 { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
8
+ import { Scene } from "@babylonjs/core/scene.js";
9
+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
10
+ import "./shadowOnly.fragment.js";
11
+ import "./shadowOnly.vertex.js";
12
+ import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
13
13
  var ShadowOnlyMaterialDefines = /** @class */ (function (_super) {
14
14
  __extends(ShadowOnlyMaterialDefines, _super);
15
15
  function ShadowOnlyMaterialDefines() {
@@ -27,6 +27,7 @@ var ShadowOnlyMaterialDefines = /** @class */ (function (_super) {
27
27
  _this.BonesPerMesh = 0;
28
28
  _this.INSTANCES = false;
29
29
  _this.IMAGEPROCESSINGPOSTPROCESS = false;
30
+ _this.SKIPFINALCOLORCLAMP = false;
30
31
  _this.rebuild();
31
32
  return _this;
32
33
  }
@@ -76,10 +77,10 @@ var ShadowOnlyMaterial = /** @class */ (function (_super) {
76
77
  return true;
77
78
  }
78
79
  }
79
- if (!subMesh._materialDefines) {
80
- subMesh._materialDefines = new ShadowOnlyMaterialDefines();
80
+ if (!subMesh.materialDefines) {
81
+ subMesh.materialDefines = new ShadowOnlyMaterialDefines();
81
82
  }
82
- var defines = subMesh._materialDefines;
83
+ var defines = subMesh.materialDefines;
83
84
  var scene = this.getScene();
84
85
  if (this._isReadyForSubMesh(subMesh)) {
85
86
  return true;
@@ -160,7 +161,7 @@ var ShadowOnlyMaterial = /** @class */ (function (_super) {
160
161
  onCompiled: this.onCompiled,
161
162
  onError: this.onError,
162
163
  indexParameters: { maxSimultaneousLights: 1 }
163
- }, engine), defines);
164
+ }, engine), defines, this._materialContext);
164
165
  }
165
166
  if (!subMesh.effect || !subMesh.effect.isReady()) {
166
167
  return false;
@@ -171,7 +172,7 @@ var ShadowOnlyMaterial = /** @class */ (function (_super) {
171
172
  };
172
173
  ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
173
174
  var scene = this.getScene();
174
- var defines = subMesh._materialDefines;
175
+ var defines = subMesh.materialDefines;
175
176
  if (!defines) {
176
177
  return;
177
178
  }
@@ -194,7 +195,7 @@ var ShadowOnlyMaterial = /** @class */ (function (_super) {
194
195
  }
195
196
  this._activeEffect.setFloat("alpha", this.alpha);
196
197
  this._activeEffect.setColor3("shadowColor", this.shadowColor);
197
- MaterialHelper.BindEyePosition(effect, scene);
198
+ scene.bindEyePosition(effect);
198
199
  }
199
200
  // Lights
200
201
  if (scene.lightsEnabled) {
@@ -236,5 +237,5 @@ var ShadowOnlyMaterial = /** @class */ (function (_super) {
236
237
  return ShadowOnlyMaterial;
237
238
  }(PushMaterial));
238
239
  export { ShadowOnlyMaterial };
239
- _TypeStore.RegisteredTypes["BABYLON.ShadowOnlyMaterial"] = ShadowOnlyMaterial;
240
+ RegisterClass("BABYLON.ShadowOnlyMaterial", ShadowOnlyMaterial);
240
241
  //# sourceMappingURL=shadowOnlyMaterial.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowOnlyMaterial.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnlyMaterial.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAEtE,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAI1D,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,YAAY,EAAE,MAAM,+BAA+B,CAAC;AAI7D,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,gCAAgC,CAAC;AAE5D,OAAO,uBAAuB,CAAC;AAC/B,OAAO,qBAAqB,CAAC;AAC7B,OAAO,EAAE,eAAe,EAAE,MAAM,2CAA2C,CAAC;AAG5E;IAAwC,6CAAe;IAenD;QAAA,YACI,iBAAO,SAEV;QAjBM,eAAS,GAAG,KAAK,CAAC;QAClB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,eAAS,GAAG,KAAK,CAAC;QAClB,SAAG,GAAG,KAAK,CAAC;QACZ,YAAM,GAAG,KAAK,CAAC;QACf,0BAAoB,GAAG,CAAC,CAAC;QACzB,kBAAY,GAAG,CAAC,CAAC;QACjB,eAAS,GAAG,KAAK,CAAC;QAClB,gCAA0B,GAAG,KAAK,CAAC;QAItC,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,gCAAC;AAAD,CAAC,AAnBD,CAAwC,eAAe,GAmBtD;AAED;IAAwC,sCAAY;IAIhD,4BAAY,IAAY,EAAE,KAAY;QAAtC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QAJO,wBAAkB,GAAG,IAAI,CAAC;QAM3B,iBAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;;IAFpC,CAAC;IAIM,8CAAiB,GAAxB;QACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAEM,6CAAgB,GAAvB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,gDAAmB,GAA1B;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,sBAAW,2CAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,KAAmB;YACtC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC9B,CAAC;;;OAJA;IAMO,wDAA2B,GAAnC,UAAoC,IAAkB;QAClD,KAAkB,UAAiB,EAAjB,KAAA,IAAI,CAAC,YAAY,EAAjB,cAAiB,EAAjB,IAAiB,EAAE;YAAhC,IAAI,KAAK,SAAA;YACV,IAAI,KAAK,CAAC,aAAa,EAAE;gBACrB,OAAO,KAAqB,CAAC;aAChC;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACH,8CAAiB,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,yBAAyB,EAAE,CAAC;SAC9D;QAED,IAAI,OAAO,GAA8B,OAAO,CAAC,gBAAgB,CAAC;QAClE,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,IAAI,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE/B,qDAAqD;QACrD,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,KAAkB,UAAiB,EAAjB,KAAA,IAAI,CAAC,YAAY,EAAjB,cAAiB,EAAjB,IAAiB,EAAE;gBAAhC,IAAI,KAAK,SAAA;gBACV,IAAI,KAAK,CAAC,aAAa,EAAE;oBACrB,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;wBAC7B,MAAM,CAAC,cAAc;qBACxB;oBAED,IAAI,aAAa,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;oBAEjE,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE;wBACtB,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;wBAC3C,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;qBACrD;oBACD,MAAM;iBACT;aACJ;SACJ;QAED,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAEtG,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC,CAAC;QAExI,OAAO,CAAC,YAAY,GAAG,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAE9F,IAAM,eAAe,SAAG,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,0CAAE,kBAAkB,EAAE,CAAC;QAErF,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,IAAI,eAAe,IAAK,eAAuB,CAAC,YAAY,IAAK,eAAuB,CAAC,YAAY,EAAE,KAAK,yBAAyB,EAAE;YACnI,IAAM,GAAG,GAAG,eAA0C,CAAC;YAEvD,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,CAAC,mBAAmB,CAAC;SACtD;QAED,UAAU;QACV,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAEvE,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAE1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,IAAI,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;YACtC,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;aACnC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;YAEhE,IAAI,OAAO,CAAC,oBAAoB,GAAG,CAAC,EAAE;gBAClC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;aAC7C;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,YAAY;YACZ,IAAI,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAE1C,IAAI,OAAO,CAAC,MAAM,EAAE;gBAChB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;aACzC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;YAC5E,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,IAAI,UAAU,GAAG,YAAY,CAAC;YAC9B,IAAI,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAC9B,IAAI,QAAQ,GAAG,CAAC,OAAO,EAAE,MAAM,EAAE,gBAAgB,EAAE,cAAc,EAAE,aAAa;gBAC5E,WAAW,EAAE,WAAW,EAAE,WAAW,EAAE,OAAO,EAAE,aAAa;gBAC7D,QAAQ;gBACR,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa;aAC1F,CAAC;YACF,IAAI,QAAQ,GAAG,IAAI,KAAK,EAAU,CAAC;YAEnC,IAAI,cAAc,GAAG,IAAI,KAAK,EAAU,CAAC;YAEzC,cAAc,CAAC,8BAA8B,CAAyB;gBAClE,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;gBAChB,qBAAqB,EAAE,CAAC;aAC3B,CAAC,CAAC;YAEH,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,UAAU,EAC/B;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gB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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } 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 { IShadowLight } from \"@babylonjs/core/Lights/shadowLight\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\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 { 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 \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\nimport { CascadedShadowGenerator } from '@babylonjs/core/Lights/Shadows/cascadedShadowGenerator';\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public 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\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (var light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\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 ShadowOnlyMaterialDefines();\r\n }\r\n\r\n var defines = <ShadowOnlyMaterialDefines>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 var engine = scene.getEngine();\r\n\r\n // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (var light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n var lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === 'CascadedShadowGenerator') {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"shadowOnly\";\r\n var join = defines.toString();\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\", \"alpha\", \"shadowColor\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\"\r\n ];\r\n var samplers = new Array<string>();\r\n\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 1 }\r\n }, engine), defines);\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 = <ShadowOnlyMaterialDefines>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 this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || defines[\"SHADOWCSM0\"]) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\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 public clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(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.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ShadowOnlyMaterial\"] = ShadowOnlyMaterial;"]}
1
+ 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } 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 { IShadowLight } from \"@babylonjs/core/Lights/shadowLight\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\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 { 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 \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\nimport { CascadedShadowGenerator } from '@babylonjs/core/Lights/Shadows/cascadedShadowGenerator';\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (var light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\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 ShadowOnlyMaterialDefines();\r\n }\r\n\r\n var defines = <ShadowOnlyMaterialDefines>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 var engine = scene.getEngine();\r\n\r\n // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (var light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n var lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === 'CascadedShadowGenerator') {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"shadowOnly\";\r\n var join = defines.toString();\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\", \"alpha\", \"shadowColor\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\"\r\n ];\r\n var samplers = new Array<string>();\r\n\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 1 }\r\n }, engine), defines, this._materialContext);\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 = <ShadowOnlyMaterialDefines>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 this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || defines[\"SHADOWCSM0\"]) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\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 public clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(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.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);"]}
package/simple/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./simpleMaterial";
1
+ export * from "./simpleMaterial.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 = 'simplePixelShader';
15
15
  var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\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..maxSimultaneousLights]\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>\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\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\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\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\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 simplePixelShader = { name: name, shader: shader };
19
19
  //# sourceMappingURL=simple.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/simple/simple.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,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,2iDAuEX,CAAC;AAEH,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,iBAAiB,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 = 'simplePixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\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..maxSimultaneousLights]\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>\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\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\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\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\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 simplePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/simple/simple.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,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,2iDAuEX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,iBAAiB,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 = 'simplePixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\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..maxSimultaneousLights]\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>\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\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\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\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\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 simplePixelShader = { name, shader };\n"]}