@babylonjs/materials 5.0.0-alpha.9 → 5.0.0-beta.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.fragment.js +15 -15
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.d.ts +2 -0
- package/cell/cell.vertex.js +16 -14
- package/cell/cell.vertex.js.map +1 -1
- package/cell/cellMaterial.d.ts +1 -1
- package/cell/cellMaterial.js +22 -20
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.js +1 -1
- package/custom/customMaterial.d.ts +4 -2
- package/custom/customMaterial.js +10 -5
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.js +2 -2
- package/custom/pbrCustomMaterial.d.ts +6 -2
- package/custom/pbrCustomMaterial.js +19 -8
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.fragment.js +9 -9
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.d.ts +2 -0
- package/fire/fire.vertex.js +13 -11
- package/fire/fire.vertex.js.map +1 -1
- package/fire/fireMaterial.d.ts +1 -1
- package/fire/fireMaterial.js +23 -21
- package/fire/fireMaterial.js.map +1 -1
- package/fire/index.js +1 -1
- package/fur/fur.fragment.js +15 -15
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.d.ts +2 -0
- package/fur/fur.vertex.js +16 -14
- package/fur/fur.vertex.js.map +1 -1
- package/fur/furMaterial.d.ts +1 -1
- package/fur/furMaterial.js +26 -24
- package/fur/furMaterial.js.map +1 -1
- package/fur/index.js +1 -1
- package/gradient/gradient.fragment.js +15 -15
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.d.ts +2 -0
- package/gradient/gradient.vertex.js +16 -14
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/gradientMaterial.d.ts +1 -1
- package/gradient/gradientMaterial.js +21 -19
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.js +1 -1
- package/grid/grid.fragment.js +6 -6
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.js +7 -7
- package/grid/grid.vertex.js.map +1 -1
- package/grid/gridMaterial.d.ts +5 -1
- package/grid/gridMaterial.js +33 -19
- package/grid/gridMaterial.js.map +1 -1
- package/grid/index.js +1 -1
- package/index.d.ts +15 -15
- package/index.js +15 -15
- package/index.js.map +1 -1
- package/lava/index.js +1 -1
- package/lava/lava.fragment.js +15 -15
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.d.ts +2 -0
- package/lava/lava.vertex.js +16 -14
- package/lava/lava.vertex.js.map +1 -1
- package/lava/lavaMaterial.d.ts +1 -1
- package/lava/lavaMaterial.js +22 -20
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.js +2 -2
- package/legacy/legacy-custom.js +2 -2
- package/legacy/legacy-fire.js +2 -2
- package/legacy/legacy-fur.js +2 -2
- package/legacy/legacy-gradient.js +2 -2
- package/legacy/legacy-grid.js +2 -2
- package/legacy/legacy-lava.js +2 -2
- package/legacy/legacy-mix.js +2 -2
- package/legacy/legacy-normal.js +2 -2
- package/legacy/legacy-shadowOnly.js +2 -2
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js +2 -2
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js +2 -2
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js +2 -2
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js +2 -2
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js +2 -2
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.js +2 -2
- package/mix/index.js +1 -1
- package/mix/mix.fragment.js +15 -15
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.d.ts +2 -0
- package/mix/mix.vertex.js +16 -14
- package/mix/mix.vertex.js.map +1 -1
- package/mix/mixMaterial.d.ts +1 -1
- package/mix/mixMaterial.js +22 -20
- package/mix/mixMaterial.js.map +1 -1
- package/normal/index.js +1 -1
- package/normal/normal.fragment.js +15 -15
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.d.ts +2 -0
- package/normal/normal.vertex.js +16 -14
- package/normal/normal.vertex.js.map +1 -1
- package/normal/normalMaterial.d.ts +1 -1
- package/normal/normalMaterial.js +21 -20
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +3 -3
- package/shadowOnly/index.js +1 -1
- package/shadowOnly/shadowOnly.fragment.js +14 -14
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.d.ts +2 -0
- package/shadowOnly/shadowOnly.vertex.js +16 -14
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/shadowOnlyMaterial.d.ts +1 -1
- package/shadowOnly/shadowOnlyMaterial.js +20 -19
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/index.js +1 -1
- package/simple/simple.fragment.js +15 -15
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.d.ts +2 -0
- package/simple/simple.vertex.js +16 -14
- package/simple/simple.vertex.js.map +1 -1
- package/simple/simpleMaterial.d.ts +1 -1
- package/simple/simpleMaterial.js +22 -20
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/index.js +1 -1
- package/sky/sky.fragment.js +8 -8
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.js +7 -7
- package/sky/sky.vertex.js.map +1 -1
- package/sky/skyMaterial.d.ts +1 -1
- package/sky/skyMaterial.js +25 -21
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/index.js +1 -1
- package/terrain/terrain.fragment.js +15 -15
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.d.ts +2 -0
- package/terrain/terrain.vertex.js +16 -14
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/terrainMaterial.d.ts +1 -1
- package/terrain/terrainMaterial.js +22 -20
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.js +1 -1
- package/triPlanar/triPlanarMaterial.d.ts +1 -1
- package/triPlanar/triPlanarMaterial.js +22 -20
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.js +15 -15
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.d.ts +2 -0
- package/triPlanar/triplanar.vertex.js +16 -14
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/index.js +1 -1
- package/water/water.fragment.js +17 -17
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.d.ts +2 -0
- package/water/water.vertex.js +18 -16
- package/water/water.vertex.js.map +1 -1
- package/water/waterMaterial.d.ts +1 -1
- package/water/waterMaterial.js +34 -31
- package/water/waterMaterial.js.map +1 -1
package/fur/fur.fragment.js.map
CHANGED
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{"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/fur/fur.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/fur/fur.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,+DAA+D,CAAC;AACvE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,0DAA0D,CAAC;AAClE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,gBAAgB,CAAC;AAC5B,IAAI,MAAM,GAAG,22EAsGX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,cAAc,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/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\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 = 'furPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 furColor;\nuniform float furLength;\nvarying vec3 vPositionW;\nvarying float vfur_length;\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 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform float furOcclusion;\nuniform sampler2D furTexture;\nvarying vec2 vFurUV;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\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=furColor;\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#ifdef HIGHLEVEL\n\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));\nif (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {\ndiscard;\n}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);\nbaseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);\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.rgb*baseColor.rgb,0.0,1.0);\n\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;\nvec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var furPixelShader = { name, shader };\n"]}
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package/fur/fur.vertex.d.ts
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex";
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package/fur/fur.vertex.js
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/
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import "@babylonjs/core/Shaders/ShadersInclude/
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import "@babylonjs/core/Shaders/ShadersInclude/
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import "@babylonjs/core/Shaders/ShadersInclude/
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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var name = 'furVertexShader';
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var shader = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\nuniform float furLength;\nuniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform vec3 furGravity;\nuniform float furTime;\nuniform float furSpacing;\nuniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else\nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);\nvec3 tangent2=vec3(-normal.z,0,normal.x);\nr=Rand(tangent1*r);\nfloat J=(2.0+4.0*r);\nr=Rand(tangent2*r);\nfloat K=(2.0+2.0*r);\ntangent1=tangent1*J+tangent2*K;\ntangent1=normalize(tangent1);\nvec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\n\nvec3 forceDirection=vec3(0.0,0.0,0.0);\nforceDirection.x=sin(furTime+position.x*0.05)*0.2;\nforceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;\nforceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;\nvec3 displacement=vec3(0.0,0.0,0.0);\ndisplacement=furGravity+forceDirection;\nfloat displacementFactor=pow(furOffset,3.0);\nvec3 aNormal=normal;\naNormal.xyz+=displacement*displacementFactor;\nnewPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\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#
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var shader = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\nuniform float furLength;\nuniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform vec3 furGravity;\nuniform float furTime;\nuniform float furSpacing;\nuniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else\nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);\nvec3 tangent2=vec3(-normal.z,0,normal.x);\nr=Rand(tangent1*r);\nfloat J=(2.0+4.0*r);\nr=Rand(tangent2*r);\nfloat K=(2.0+2.0*r);\ntangent1=tangent1*J+tangent2*K;\ntangent1=normalize(tangent1);\nvec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\n\nvec3 forceDirection=vec3(0.0,0.0,0.0);\nforceDirection.x=sin(furTime+position.x*0.05)*0.2;\nforceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;\nforceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;\nvec3 displacement=vec3(0.0,0.0,0.0);\ndisplacement=furGravity+forceDirection;\nfloat displacementFactor=pow(furOffset,3.0);\nvec3 aNormal=normal;\naNormal.xyz+=displacement*displacementFactor;\nnewPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\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 furVertexShader = { name: name, shader: shader };
|
18
20
|
//# sourceMappingURL=fur.vertex.js.map
|
package/fur/fur.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/fur/fur.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
1
|
+
{"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/fur/fur.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,iBAAiB,CAAC;AAC7B,IAAI,MAAM,GAAG,k0GAkJZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/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 = 'furVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\nuniform float furLength;\nuniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform vec3 furGravity;\nuniform float furTime;\nuniform float furSpacing;\nuniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else\nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);\nvec3 tangent2=vec3(-normal.z,0,normal.x);\nr=Rand(tangent1*r);\nfloat J=(2.0+4.0*r);\nr=Rand(tangent2*r);\nfloat K=(2.0+2.0*r);\ntangent1=tangent1*J+tangent2*K;\ntangent1=normalize(tangent1);\nvec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\n\nvec3 forceDirection=vec3(0.0,0.0,0.0);\nforceDirection.x=sin(furTime+position.x*0.05)*0.2;\nforceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;\nforceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;\nvec3 displacement=vec3(0.0,0.0,0.0);\ndisplacement=furGravity+forceDirection;\nfloat displacementFactor=pow(furOffset,3.0);\nvec3 aNormal=normal;\naNormal.xyz+=displacement*displacementFactor;\nnewPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var furVertexShader = { name, shader };\n"]}
|
package/fur/furMaterial.d.ts
CHANGED
@@ -34,7 +34,7 @@ export declare class FurMaterial extends PushMaterial {
|
|
34
34
|
highLevelFur: boolean;
|
35
35
|
_meshes: AbstractMesh[];
|
36
36
|
private _furTime;
|
37
|
-
constructor(name: string, scene
|
37
|
+
constructor(name: string, scene?: Scene);
|
38
38
|
get furTime(): number;
|
39
39
|
set furTime(furTime: number);
|
40
40
|
needAlphaBlending(): boolean;
|
package/fur/furMaterial.js
CHANGED
@@ -1,20 +1,20 @@
|
|
1
1
|
import { __decorate, __extends } from "tslib";
|
2
|
-
import { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
|
3
|
-
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
|
4
|
-
import { Color3 } from "@babylonjs/core/Maths/math.color";
|
5
|
-
import { Tags } from "@babylonjs/core/Misc/tags";
|
6
|
-
import { Texture } from "@babylonjs/core/Materials/Textures/texture";
|
7
|
-
import { DynamicTexture } from "@babylonjs/core/Materials/Textures/dynamicTexture";
|
8
|
-
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
|
9
|
-
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper";
|
10
|
-
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
|
11
|
-
import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
|
12
|
-
import { VertexBuffer } from "@babylonjs/core/
|
13
|
-
import { Scene } from "@babylonjs/core/scene";
|
14
|
-
import {
|
15
|
-
import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';
|
16
|
-
import "./fur.fragment";
|
17
|
-
import "./fur.vertex";
|
2
|
+
import { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
|
3
|
+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
4
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
5
|
+
import { Tags } from "@babylonjs/core/Misc/tags.js";
|
6
|
+
import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
|
7
|
+
import { DynamicTexture } from "@babylonjs/core/Materials/Textures/dynamicTexture.js";
|
8
|
+
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
9
|
+
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
|
10
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
11
|
+
import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
|
12
|
+
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
13
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
14
|
+
import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
|
15
|
+
import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
|
16
|
+
import "./fur.fragment.js";
|
17
|
+
import "./fur.vertex.js";
|
18
18
|
var FurMaterialDefines = /** @class */ (function (_super) {
|
19
19
|
__extends(FurMaterialDefines, _super);
|
20
20
|
function FurMaterialDefines() {
|
@@ -39,8 +39,10 @@ var FurMaterialDefines = /** @class */ (function (_super) {
|
|
39
39
|
_this.NUM_BONE_INFLUENCERS = 0;
|
40
40
|
_this.BonesPerMesh = 0;
|
41
41
|
_this.INSTANCES = false;
|
42
|
+
_this.INSTANCESCOLOR = false;
|
42
43
|
_this.HIGHLEVEL = false;
|
43
44
|
_this.IMAGEPROCESSINGPOSTPROCESS = false;
|
45
|
+
_this.SKIPFINALCOLORCLAMP = false;
|
44
46
|
_this.rebuild();
|
45
47
|
return _this;
|
46
48
|
}
|
@@ -108,10 +110,10 @@ var FurMaterial = /** @class */ (function (_super) {
|
|
108
110
|
return true;
|
109
111
|
}
|
110
112
|
}
|
111
|
-
if (!subMesh.
|
112
|
-
subMesh.
|
113
|
+
if (!subMesh.materialDefines) {
|
114
|
+
subMesh.materialDefines = new FurMaterialDefines();
|
113
115
|
}
|
114
|
-
var defines = subMesh.
|
116
|
+
var defines = subMesh.materialDefines;
|
115
117
|
var scene = this.getScene();
|
116
118
|
if (this._isReadyForSubMesh(subMesh)) {
|
117
119
|
return true;
|
@@ -214,7 +216,7 @@ var FurMaterial = /** @class */ (function (_super) {
|
|
214
216
|
onCompiled: this.onCompiled,
|
215
217
|
onError: this.onError,
|
216
218
|
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }
|
217
|
-
}, engine), defines);
|
219
|
+
}, engine), defines, this._materialContext);
|
218
220
|
}
|
219
221
|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
220
222
|
return false;
|
@@ -225,7 +227,7 @@ var FurMaterial = /** @class */ (function (_super) {
|
|
225
227
|
};
|
226
228
|
FurMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
|
227
229
|
var scene = this.getScene();
|
228
|
-
var defines = subMesh.
|
230
|
+
var defines = subMesh.materialDefines;
|
229
231
|
if (!defines) {
|
230
232
|
return;
|
231
233
|
}
|
@@ -255,7 +257,7 @@ var FurMaterial = /** @class */ (function (_super) {
|
|
255
257
|
if (this.pointsCloud) {
|
256
258
|
this._activeEffect.setFloat("pointSize", this.pointSize);
|
257
259
|
}
|
258
|
-
|
260
|
+
scene.bindEyePosition(effect);
|
259
261
|
}
|
260
262
|
this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
|
261
263
|
if (scene.lightsEnabled && !this.disableLighting) {
|
@@ -334,7 +336,7 @@ var FurMaterial = /** @class */ (function (_super) {
|
|
334
336
|
return SerializationHelper.Clone(function () { return new FurMaterial(name, _this.getScene()); }, this);
|
335
337
|
};
|
336
338
|
FurMaterial.prototype.serialize = function () {
|
337
|
-
var serializationObject =
|
339
|
+
var serializationObject = _super.prototype.serialize.call(this);
|
338
340
|
serializationObject.customType = "BABYLON.FurMaterial";
|
339
341
|
if (this._meshes) {
|
340
342
|
serializationObject.sourceMeshName = this._meshes[0].name;
|
@@ -475,5 +477,5 @@ var FurMaterial = /** @class */ (function (_super) {
|
|
475
477
|
return FurMaterial;
|
476
478
|
}(PushMaterial));
|
477
479
|
export { FurMaterial };
|
478
|
-
|
480
|
+
RegisterClass("BABYLON.FurMaterial", FurMaterial);
|
479
481
|
//# sourceMappingURL=furMaterial.js.map
|
package/fur/furMaterial.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector3 } 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 { Tags } from \"@babylonjs/core/Misc/tags\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"@babylonjs/core/Materials/Textures/dynamicTexture\";\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\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = 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 NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public HIGHLEVEL = 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 FurMaterial extends PushMaterial {\r\n\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\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 @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 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 public updateFur(): void {\r\n for (var i = 1; i < this._meshes.length; i++) {\r\n var offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\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 FurMaterialDefines();\r\n }\r\n\r\n var defines = <FurMaterialDefines>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 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 if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\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 = 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 // 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, this.maxSimultaneousLights);\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 if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n var shaderName = \"fur\";\r\n var join = defines.toString();\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 \"furLength\", \"furAngle\", \"furColor\", \"furOffset\", \"furGravity\", \"furTime\", \"furSpacing\", \"furDensity\", \"furOcclusion\"\r\n ];\r\n var samplers = [\"diffuseSampler\",\r\n \"heightTexture\", \"furTexture\"\r\n ];\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: this.maxSimultaneousLights\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: this.maxSimultaneousLights }\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 = <FurMaterialDefines>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 (scene.getCachedMaterial() !== this) {\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\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\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 if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\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._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\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 if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\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 if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\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 if (this._heightTexture === 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 if (this._meshes) {\r\n for (var i = 1; i < this._meshes.length; i++) {\r\n let mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(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.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n var material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n var sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n var furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n var texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n var context = texture.getContext();\r\n\r\n for (var i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect((Math.random() * texture.getSize().width), (Math.random() * texture.getSize().height), 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n var meshes = [sourceMesh];\r\n var mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n var i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n var offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n var offsetMesh = sourceMesh.clone(sourceMesh.name + i) as Mesh;\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FurMaterial\"] = FurMaterial;"]}
|
1
|
+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector3 } 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 { Tags } from \"@babylonjs/core/Misc/tags\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"@babylonjs/core/Materials/Textures/dynamicTexture\";\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\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = 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 NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public HIGHLEVEL = 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 FurMaterial extends PushMaterial {\r\n\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\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 @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 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 public updateFur(): void {\r\n for (var i = 1; i < this._meshes.length; i++) {\r\n var offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\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 FurMaterialDefines();\r\n }\r\n\r\n var defines = <FurMaterialDefines>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 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 if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\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 = 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 // 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, this.maxSimultaneousLights);\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 if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n var shaderName = \"fur\";\r\n var join = defines.toString();\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 \"furLength\", \"furAngle\", \"furColor\", \"furOffset\", \"furGravity\", \"furTime\", \"furSpacing\", \"furDensity\", \"furOcclusion\"\r\n ];\r\n var samplers = [\"diffuseSampler\",\r\n \"heightTexture\", \"furTexture\"\r\n ];\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: this.maxSimultaneousLights\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: this.maxSimultaneousLights }\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 = <FurMaterialDefines>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 (scene.getCachedMaterial() !== this) {\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\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\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 if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\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._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\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 if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\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 if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\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 if (this._heightTexture === 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 if (this._meshes) {\r\n for (var i = 1; i < this._meshes.length; i++) {\r\n let mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n var material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n var sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n var furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n var texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n var context = texture.getContext();\r\n\r\n for (var i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect((Math.random() * texture.getSize().width), (Math.random() * texture.getSize().height), 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n var meshes = [sourceMesh];\r\n var mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n var i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n var offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n var offsetMesh = sourceMesh.clone(sourceMesh.name + i) as Mesh;\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);"]}
|
package/fur/index.js
CHANGED
@@ -1,2 +1,2 @@
|
|
1
|
-
export * from "./furMaterial";
|
1
|
+
export * from "./furMaterial.js";
|
2
2
|
//# sourceMappingURL=index.js.map
|
@@ -1,19 +1,19 @@
|
|
1
|
-
import {
|
2
|
-
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions";
|
3
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
|
4
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
|
5
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions";
|
6
|
-
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions";
|
7
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
|
8
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration";
|
9
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment";
|
10
|
-
import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass";
|
11
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment";
|
12
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment";
|
13
|
-
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility";
|
1
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
|
9
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
|
10
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+
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 = 'gradientPixelShader';
|
15
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-
var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\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\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\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";
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var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\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\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\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#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var gradientPixelShader = { name: name, shader: shader };
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//# sourceMappingURL=gradient.fragment.js.map
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{"version":3,"file":"gradient.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/gradient/gradient.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"gradient.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/gradient/gradient.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,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,kxDA6EZ,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/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 = 'gradientPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\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\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\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#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var gradientPixelShader = { name, shader };\n"]}
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@@ -1,4 +1,5 @@
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
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@@ -6,6 +7,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex";
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import {
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/
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import "@babylonjs/core/Shaders/ShadersInclude/
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import "@babylonjs/core/Shaders/ShadersInclude/
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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var name = 'gradientVertexShader';
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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 POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\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);\nvPosition=position;\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\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#
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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 POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\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);\nvPosition=position;\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\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var gradientVertexShader = { name: name, shader: shader };
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//# sourceMappingURL=gradient.vertex.js.map
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{"version":3,"file":"gradient.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/gradient/gradient.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"gradient.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/gradient/gradient.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,sBAAsB,CAAC;AAClC,IAAI,MAAM,GAAG,y9CAyEZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,oBAAoB,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 = 'gradientVertexShader';\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 POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\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);\nvPosition=position;\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\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var gradientVertexShader = { name, shader };\n"]}
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@@ -22,7 +22,7 @@ export declare class GradientMaterial extends PushMaterial {
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smoothness: number;
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private _disableLighting;
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disableLighting: boolean;
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constructor(name: string, scene
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constructor(name: string, scene?: Scene);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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