@babylonjs/materials 5.0.0-alpha.7 → 5.0.0-beta.2

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 +15 -15
  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 +3 -1
  10. package/custom/customMaterial.js +10 -5
  11. package/custom/customMaterial.js.map +1 -1
  12. package/custom/index.js +2 -2
  13. package/custom/pbrCustomMaterial.d.ts +5 -1
  14. package/custom/pbrCustomMaterial.js +19 -8
  15. package/custom/pbrCustomMaterial.js.map +1 -1
  16. package/fire/fire.fragment.js +9 -9
  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 +15 -15
  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 +15 -15
  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 +7 -7
  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 +15 -15
  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 +15 -15
  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 +15 -15
  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 +14 -14
  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 +15 -15
  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 +8 -8
  120. package/sky/sky.fragment.js.map +1 -1
  121. package/sky/sky.vertex.js +7 -7
  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 +15 -15
  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 +15 -15
  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 +17 -17
  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
@@ -1,15 +1,15 @@
1
1
  import { __decorate, __extends } from "tslib";
2
- import { serializeAsVector3, serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators";
3
- import { Vector3, Quaternion } from "@babylonjs/core/Maths/math.vector";
4
- import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
5
- import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
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- 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';
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- import "./sky.fragment";
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- import "./sky.vertex";
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- import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';
2
+ import { serializeAsVector3, serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
+ import { Vector3, Quaternion } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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+ 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";
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+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
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+ import "./sky.fragment.js";
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+ import "./sky.vertex.js";
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+ import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
13
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  /** @hidden */
14
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  var SkyMaterialDefines = /** @class */ (function (_super) {
15
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  __extends(SkyMaterialDefines, _super);
@@ -26,6 +26,7 @@ var SkyMaterialDefines = /** @class */ (function (_super) {
26
26
  _this.VERTEXCOLOR = false;
27
27
  _this.VERTEXALPHA = false;
28
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  _this.IMAGEPROCESSINGPOSTPROCESS = false;
29
+ _this.SKIPFINALCOLORCLAMP = false;
29
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  _this.rebuild();
30
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  return _this;
31
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  }
@@ -140,10 +141,10 @@ var SkyMaterial = /** @class */ (function (_super) {
140
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  return true;
141
142
  }
142
143
  }
143
- if (!subMesh._materialDefines) {
144
- subMesh._materialDefines = new SkyMaterialDefines();
144
+ if (!subMesh.materialDefines) {
145
+ subMesh.materialDefines = new SkyMaterialDefines();
145
146
  }
146
- var defines = subMesh._materialDefines;
147
+ var defines = subMesh.materialDefines;
147
148
  var scene = this.getScene();
148
149
  if (this._isReadyForSubMesh(subMesh)) {
149
150
  return true;
@@ -151,6 +152,9 @@ var SkyMaterial = /** @class */ (function (_super) {
151
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  MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);
152
153
  // Attribs
153
154
  MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);
155
+ if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {
156
+ defines.markAsMiscDirty();
157
+ }
154
158
  // Get correct effect
155
159
  if (defines.isDirty) {
156
160
  defines.markAsProcessed();
@@ -172,7 +176,7 @@ var SkyMaterial = /** @class */ (function (_super) {
172
176
  "vFogInfos", "vFogColor", "pointSize", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "vClipPlane5", "vClipPlane6",
173
177
  "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition",
174
178
  "cameraPosition", "cameraOffset", "up"
175
- ], [], join, fallbacks, this.onCompiled, this.onError), defines);
179
+ ], [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);
176
180
  }
177
181
  if (!subMesh.effect || !subMesh.effect.isReady()) {
178
182
  return false;
@@ -189,7 +193,7 @@ var SkyMaterial = /** @class */ (function (_super) {
189
193
  */
190
194
  SkyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
191
195
  var scene = this.getScene();
192
- var defines = subMesh._materialDefines;
196
+ var defines = subMesh.materialDefines;
193
197
  if (!defines) {
194
198
  return;
195
199
  }
@@ -235,8 +239,8 @@ var SkyMaterial = /** @class */ (function (_super) {
235
239
  if (!this.useSunPosition) {
236
240
  var theta = Math.PI * (this.inclination - 0.5);
237
241
  var phi = 2 * Math.PI * (this.azimuth - 0.5);
238
- this.sunPosition.x = this.distance * Math.cos(phi);
239
- this.sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);
242
+ this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);
243
+ this.sunPosition.y = this.distance * Math.sin(-theta);
240
244
  this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
241
245
  Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);
242
246
  this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);
@@ -325,7 +329,7 @@ var SkyMaterial = /** @class */ (function (_super) {
325
329
  serialize()
326
330
  ], SkyMaterial.prototype, "useSunPosition", void 0);
327
331
  __decorate([
328
- serialize()
332
+ serializeAsVector3()
329
333
  ], SkyMaterial.prototype, "cameraOffset", void 0);
330
334
  __decorate([
331
335
  serializeAsVector3()
@@ -333,5 +337,5 @@ var SkyMaterial = /** @class */ (function (_super) {
333
337
  return SkyMaterial;
334
338
  }(PushMaterial));
335
339
  export { SkyMaterial };
336
- _TypeStore.RegisteredTypes["BABYLON.SkyMaterial"] = SkyMaterial;
340
+ RegisterClass("BABYLON.SkyMaterial", SkyMaterial);
337
341
  //# sourceMappingURL=skyMaterial.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"skyMaterial.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/sky/skyMaterial.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AACrG,OAAO,EAAE,OAAO,EAAU,UAAU,EAAE,MAAM,mCAAmC,CAAC;AAGhF,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,gBAAgB,CAAC;AACxB,OAAO,cAAc,CAAC;AACtB,OAAO,EAAE,eAAe,EAAE,MAAM,2CAA2C,CAAC;AAE5E,cAAc;AACd;IAAiC,sCAAe;IAa5C;QAAA,YACI,iBAAO,SAEV;QAfM,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,iBAAW,GAAG,KAAK,CAAC;QACpB,iBAAW,GAAG,KAAK,CAAC;QACpB,gCAA0B,GAAG,KAAK,CAAC;QAItC,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,yBAAC;AAAD,CAAC,AAjBD,CAAiC,eAAe,GAiB/C;AAED;;;GAGG;AACH;IAAiC,+BAAY;IAkFzC;;;;;;;OAOG;IACH,qBAAY,IAAY,EAAE,KAAY;QAAtC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QA3FD;;WAEG;QAEI,eAAS,GAAW,GAAG,CAAC;QAE/B;;UAEE;QAEK,eAAS,GAAW,IAAI,CAAC;QAEhC;;WAEG;QAEI,cAAQ,GAAW,GAAG,CAAC;QAE9B;;WAEG;QAEI,oBAAc,GAAW,KAAK,CAAC;QAEtC;;WAEG;QAEI,qBAAe,GAAW,GAAG,CAAC;QAErC;;WAEG;QAEI,cAAQ,GAAW,GAAG,CAAC;QAE9B;;;WAGG;QAEI,iBAAW,GAAW,IAAI,CAAC;QAElC;;;WAGG;QAEI,aAAO,GAAW,IAAI,CAAC;QAE9B;;;WAGG;QAEI,iBAAW,GAAY,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAErD;;;WAGG;QAEI,oBAAc,GAAY,KAAK,CAAC;QAEvC;;;WAGG;QAEI,kBAAY,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAE9C;;WAEG;QAEI,QAAE,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAElC,kBAAkB;QACV,qBAAe,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAC1C,qBAAe,GAAe,IAAI,UAAU,EAAE,CAAC;;IAYvD,CAAC;IAED;;;OAGG;IACI,uCAAiB,GAAxB;QACI,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,sCAAgB,GAAvB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACI,yCAAmB,GAA1B;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;;OAOG;IACI,uCAAiB,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,kBAAkB,EAAE,CAAC;SACvD;QAED,IAAI,OAAO,GAAuB,OAAO,CAAC,gBAAgB,CAAC;QAC3D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5G,UAAU;QACV,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,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,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,WAAW,EAAE;gBACrB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;aACxC;YAED,IAAI,UAAU,GAAG,KAAK,CAAC;YAEvB,IAAI,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAC9B,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,UAAU,EACvD,OAAO,EACP,CAAC,OAAO,EAAE,gBAAgB,EAAE,MAAM;gBAC9B,WAAW,EAAE,WAAW,EAAE,WAAW,EAAE,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa;gBAC9H,WAAW,EAAE,WAAW,EAAE,UAAU,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,aAAa;gBACxF,gBAAgB,EAAE,cAAc,EAAE,IAAI;aACzC,EACD,EAAE,EACF,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC,CAAC;SACjE;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE;YAC9C,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,OAAO,CAAC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,oCAAc,GAArB,UAAsB,KAAa,EAAE,IAAU,EAAE,OAAgB;QAC7D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,OAAO,GAAuB,OAAO,CAAC,gBAAgB,CAAC;QAC3D,IAAI,CAAC,OAAO,EAAE;YACV,OAAO;SACV;QAED,IAAI,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC5B,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;QAChC,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;QAE3E,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,CAAC,EAAE;YAEjC,cAAc,CAAC,aAAa,CAAC,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YAExD,aAAa;YACb,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;aAC5D;SACJ;QAED,OAAO;QACP,IAAI,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,EAAE;YAC3E,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;SAC/D;QAED,MAAM;QACN,cAAc,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAElE,MAAM;QACN,IAAI,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAChC,IAAI,MAAM,EAAE;YACR,IAAI,iBAAiB,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;YAChD,IAAI,CAAC,eAAe,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;YACjD,IAAI,CAAC,eAAe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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsVector3, serialize, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Vector3, Matrix, Quaternion } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { 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 \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\n/** @hidden */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/extensions/sky\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overriden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serialize()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/extensions/sky\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n var defines = <SkyMaterialDefines>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 MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\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.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n var shaderName = \"sky\";\r\n\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n attribs,\r\n [\"world\", \"viewProjection\", \"view\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\", \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\",\r\n \"luminance\", \"turbidity\", \"rayleigh\", \"mieCoefficient\", \"mieDirectionalG\", \"sunPosition\",\r\n \"cameraPosition\", \"cameraOffset\", \"up\"\r\n ],\r\n [],\r\n join, fallbacks, this.onCompiled, this.onError), defines);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect)) {\r\n\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\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 // Sky\r\n var camera = scene.activeCamera;\r\n if (camera) {\r\n var cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n var theta = Math.PI * (this.inclination - 0.5);\r\n var phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi);\r\n this.sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SkyMaterial\"] = SkyMaterial;"]}
1
+ 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsVector3, serialize, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Vector3, Matrix, Quaternion } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { 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 \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\n/** @hidden */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = 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\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/extensions/sky\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overriden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/extensions/sky\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n var defines = <SkyMaterialDefines>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 MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n var shaderName = \"sky\";\r\n\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n attribs,\r\n [\"world\", \"viewProjection\", \"view\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\", \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\",\r\n \"luminance\", \"turbidity\", \"rayleigh\", \"mieCoefficient\", \"mieDirectionalG\", \"sunPosition\",\r\n \"cameraPosition\", \"cameraOffset\", \"up\"\r\n ],\r\n [],\r\n join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect)) {\r\n\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\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 // Sky\r\n var camera = scene.activeCamera;\r\n if (camera) {\r\n var cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n var theta = Math.PI * (this.inclination - 0.5);\r\n var phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
package/terrain/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./terrainMaterial";
1
+ export * from "./terrainMaterial.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 = 'terrainPixelShader';
15
- var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\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\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{\nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\nvoid main(void) {\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}\n";
16
- Effect.ShadersStore[name] = shader;
15
+ var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\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\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{\nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
16
+ ShaderStore.ShadersStore[name] = shader;
17
17
  /** @hidden */
18
18
  export var terrainPixelShader = { name: name, shader: shader };
19
19
  //# sourceMappingURL=terrain.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"terrain.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/terrain/terrain.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,oBAAoB,CAAC;AAChC,IAAI,MAAM,GAAG,iqHA4IZ,CAAC;AAEF,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,kBAAkB,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 = 'terrainPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\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\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{\nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\nvoid main(void) {\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var terrainPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"terrain.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/terrain/terrain.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,oBAAoB,CAAC;AAChC,IAAI,MAAM,GAAG,4wHA+IZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,kBAAkB,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 = 'terrainPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\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\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{\nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var terrainPixelShader = { 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 = 'terrainVertexShader';
14
- var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\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#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\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#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
17
+ ShaderStore.ShadersStore[name] = shader;
16
18
  /** @hidden */
17
19
  export var terrainVertexShader = { name: name, shader: shader };
18
20
  //# sourceMappingURL=terrain.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"terrain.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/terrain/terrain.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,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,68CAgFZ,CAAC;AAEF,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,mBAAmB,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 = 'terrainVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var terrainVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"terrain.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/terrain/terrain.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,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,6nDAqFZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,mBAAmB,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 = 'terrainVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\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#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var terrainVertexShader = { name, shader };\n"]}
@@ -1,16 +1,16 @@
1
1
  import { __decorate, __extends } from "tslib";
2
- import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color";
4
- import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
5
- import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
6
- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
7
- import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
8
- import { VertexBuffer } from "@babylonjs/core/Meshes/buffer";
9
- import { Scene } from "@babylonjs/core/scene";
10
- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
11
- import "./terrain.fragment";
12
- import "./terrain.vertex";
13
- import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';
2
+ import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
5
+ import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
6
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
+ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
8
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
9
+ import { Scene } from "@babylonjs/core/scene.js";
10
+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
11
+ import "./terrain.fragment.js";
12
+ import "./terrain.vertex.js";
13
+ import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
14
14
  var TerrainMaterialDefines = /** @class */ (function (_super) {
15
15
  __extends(TerrainMaterialDefines, _super);
16
16
  function TerrainMaterialDefines() {
@@ -37,6 +37,7 @@ var TerrainMaterialDefines = /** @class */ (function (_super) {
37
37
  _this.BonesPerMesh = 0;
38
38
  _this.INSTANCES = false;
39
39
  _this.IMAGEPROCESSINGPOSTPROCESS = false;
40
+ _this.SKIPFINALCOLORCLAMP = false;
40
41
  _this.rebuild();
41
42
  return _this;
42
43
  }
@@ -69,10 +70,10 @@ var TerrainMaterial = /** @class */ (function (_super) {
69
70
  return true;
70
71
  }
71
72
  }
72
- if (!subMesh._materialDefines) {
73
- subMesh._materialDefines = new TerrainMaterialDefines();
73
+ if (!subMesh.materialDefines) {
74
+ subMesh.materialDefines = new TerrainMaterialDefines();
74
75
  }
75
- var defines = subMesh._materialDefines;
76
+ var defines = subMesh.materialDefines;
76
77
  var scene = this.getScene();
77
78
  if (this._isReadyForSubMesh(subMesh)) {
78
79
  return true;
@@ -179,7 +180,7 @@ var TerrainMaterial = /** @class */ (function (_super) {
179
180
  onCompiled: this.onCompiled,
180
181
  onError: this.onError,
181
182
  indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }
182
- }, engine), defines);
183
+ }, engine), defines, this._materialContext);
183
184
  }
184
185
  if (!subMesh.effect || !subMesh.effect.isReady()) {
185
186
  return false;
@@ -190,7 +191,7 @@ var TerrainMaterial = /** @class */ (function (_super) {
190
191
  };
191
192
  TerrainMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
192
193
  var scene = this.getScene();
193
- var defines = subMesh._materialDefines;
194
+ var defines = subMesh.materialDefines;
194
195
  if (!defines) {
195
196
  return;
196
197
  }
@@ -242,7 +243,7 @@ var TerrainMaterial = /** @class */ (function (_super) {
242
243
  if (this.pointsCloud) {
243
244
  this._activeEffect.setFloat("pointSize", this.pointSize);
244
245
  }
245
- MaterialHelper.BindEyePosition(effect, scene);
246
+ scene.bindEyePosition(effect);
246
247
  }
247
248
  this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
248
249
  if (defines.SPECULARTERM) {
@@ -406,5 +407,5 @@ var TerrainMaterial = /** @class */ (function (_super) {
406
407
  return TerrainMaterial;
407
408
  }(PushMaterial));
408
409
  export { TerrainMaterial };
409
- _TypeStore.RegisteredTypes["BABYLON.TerrainMaterial"] = TerrainMaterial;
410
+ RegisterClass("BABYLON.TerrainMaterial", TerrainMaterial);
410
411
  //# sourceMappingURL=terrainMaterial.js.map